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Glossary of Ultimate Terms & Jargon

Overview of Glossary

This lexicon defines the most common words relating to Ultimate and other disc sports. All definitions pre-suppose right-handed players. Don't overlook the sub-section at the bottom of the glossary that describes other interesting expressions and links.

Check the latest Ultimate rulebook for official definitions and additional terms. More lingo specific to playing Ultimate can be found in our Communication and Game Calls page.

How well do you articulate Ulti talk? If you would like to challenge your knowledge of Ultimate's jargon, test your skills on one of our word puzzles in the games section.



A
Aggro
(abbr. of: aggressive) Referring to poor spirited, overly aggressive play by an individual or team (as in "I can't believe how aggro they are").
Act of Throwing
The forward motion of the arm prior to release of the disc.
Air Bounce
A backhand or forehand throw that is released slightly downward, but is buoyed upwards by a cushion of air (AKA Swoopie).
Alligator Catch
A catch made with outstretched arms by bringing both hands together simultaneously in a clapping motion on the top and bottom of the disc (similar to the Pancake).
Anhyzer
The disc is tilted to produce a curve from left to right when thrown with a right-handed backhand throw.
Attacking End Zone
The end zone in which the team in question is currently attempting to score.
Away
The side of the fieldfield proper opposite to where a team is storing its equipment. To force away would be to force the thrower to throw toward the away side of the field. See Home.
B
Backhand
A standard throw where a right-handed player places the thumb on top of disc with fingers curled underneath and arm extended to the left side of the body.
Bagel
To beat a team to zero (to 'skunk' them).
Banana Cut
An easy to follow cut where the offensive player runs in an arc instead of sharply changing direction; normally considered a poor cut.
Beach Thumber
A throw ...no other info availalble... (AKA Peach).
Bender
Same as OI.
Best Perspective
The most complete view available by a player that includes the relative positions of the disc, ground, players, and line markers involved in a play. On an unlined field, this may require sighting from one field marker to another. Best perspective explicitly applies to in- or out-of the end zone, in addition to up/down and in- or out-of-bounds calls.
Bid
An impressive, but failed, attempt to catch or block the disc; usually a layout or sky. The term is often stated positively, such as "Nice bid!"
Bingo
A pre-designated receiver who is selected to catch the disc in the end zone to score the point.
Biscuit
This little-known version of the backhand is similar to a Push Pass in that little spin is imparted onto the throw (AKA the Backhand Push). The disc is gripped against the palm, with four fingers on top of the disc and the thumb underneath for stability. Using a backhand throwing motion, spin is imparted by snapping the wrist forwards as the disc is released.
Blade
A throw in which the disc keeps its original vertical orientation and does not turn over at all (AKA the Knife in the UK or Tomahawk).
Blocks
A defender deflects the disc in mid flight, causing it to hit the ground.
Boulder Cut
A cut where the offensive player runs long several steps and then cuts back sharply toward the thrower. A reverse boulder involves the offensive player running toward the disc and then sharply cutting to run long.
Box
A scrimmage version of Ultimate with fewer participants and played in a small area marked by cones. See Box in the variant games section (AKA Hot Box).
Break
  • To break your marker (break-mark) means to throw the disc past them to the side of the field they were trying to deny as part of a force defence (known as a breaking the force).
  • A break-force throw is one that breaks your marker (moves the disc to an area of the field away from where the marker is forcing the thrower).
  • A call of "No break!" is an instruction to the defensive player currently marking the disc not to get broken, and is usually called when an offensive player gets free on the closed side of the field (and would therefore be easy to throw a break-force throw to).
Break Side
The side of the playfield to which the handler is NOT being forced.
Brick
A pull that initially lands out-of-bounds, untouched by the receiving team. A Brick is also the location at 18 metres from each end zone line on the long axis (centre-line) of the playfield proper.
Bullet
A pass that is thrown with a great amount of speed.
Butterfly Cut
A sideways cut made directly in front of the thrower.
C
Call
A U.K. term for a cheer, which is a short game played after a match to encourage two teams to get to know each other.
Callahan
A goal scored when a defender catches a pass from the offensive team in their end zone, scoring a point for the intercepting team (UPA rules only; known as a "Meehan Goal' in WFDF).
Cap
  • Point cap: Maximum score limit imposed before the event (e.g. "game to 15, point cap at 17").
  • Soft time cap: Maximum score limit imposed during a game once a predetermined time of play has elapsed (e.g. "after 1.5 hours, set the point cap to the higher score plus 2").
  • Hard time cap: The ending of the game once a predetermined time of play has elapsed (e.g. "game over, or play one more point if the score is tied").
Captain’s Clause
Any variation of the rules agreed upon by the captains of the teams involved.
Check
The offensive player that you are defending. A check is also the action of a defensive player touching the disc to restart play.
Check Disc
A call that is made during a stoppage of play to verify that the disc is not damaged or warped.
Chicken Wing
A throw that uses a grip in reverse of that used by the backhand. The thumb is placed underneath the disc and the fingers are splayed on top of the disc. A right handed player would extend his right arm back with elbow and wrist bent. The disc should be somewhat flat and parallel to the ground. Releasing the disc involves swinging the arm forwards and flicking the wrist to provide spin while keeping the disc as flat as possible. This throw has little use in regular game play but is often seen when attempting a Greatest.
Chill or Be Chilly
An expression used to urge a player with the disc to have patience or slow down so as not to throw the disc too quickly. Phrases like "take your time" are avoided, since they could be mistaken for the act of calling a time-out.
Clam
A defensive formation that uses elements of both zone and man defences (AKA Chrome Wall).
Clap Catch
See the Pancake.
Clap Spikes
An illegal move.
Clear
To run out of the passing lanes in order to avoid clogging. Clearing most often takes place after an unsucessful cut.
Clog
To block the cutting lane; clogging prevents good cuts by standing or moving in the way of your team mates.
Completed Pass
Any catch that results in the team in possession of the disc retaining possession. Any pass that is not complete is incomplete.
Cone
Any Marker used to identify the boundaries of the playing field. Cones usually consist of collapsible triangular cones to mark the four corners of the end zone and flat circular cones to mark the 18 metre (brick) and middle lines of the field.
Conservation of Greatness
The theory stating that a player who has just made a great play and, as a result, has possession of the disc, is likely to cause a turnover by committing a throwing error due to the rush of adrenaline from the great play (AKA Rule 6).
Contact
The touching of players on opposite teams with a degree of force such that the play is affected.
Corkscrew
A throw similar to the hammer except that the disc is held in a backhand grip rather than a forehand grip. This causes the disc to flatten out and curve the opposite way with respect to a hammer.
Crumble
To play poorly, often as a result of heckling.
Cup
A defensive formation used in zone defence.
Cut
A run to get the disc, usually incorporating a sharp change of direction intended to distance oneself from the defender.
D
D
Short for defence; the defending team is said to be on "D." A "D" can also refer to a defensive play, as in "He D'd the disc in the end zone."
Deep
A defensive or offensive player who generally stays in the area of field closest to the end zone being attacked. Deep is sometimes used as a verb meaning to run (on offence) toward the scoring end zone (AKA Long).
Defending End Zone
The end zone that the team in question is currently protecting from a goal.
Defensive Player
A player whose team is not in possession of the disc. A defensive player may not pick up a live disc or a disc in play or call for a pass from the thrower.
Disc
The flat hi-tech plastic object used in the game of Ultimate. The official disc weighs 175 grams. The word "Frisbee" is a trademark of the Mattel toy company.
Disc in
A verbal shout signalling that the disc is in play.
Double Happiness
When a defender makes a goal-saving defensive block in his own end zone and then scores a goal on the ensuing possession (AKA Bookends).
Drop
The player on offence accidentally drops the disc onto the ground. "To Drop" means for a defender to fall back to cover a player on offence who is deeper.
Dump
The offensive player closest to (usually beside or behind) the handler. The term dump also refers to a short pass, often back to another handler, usually used to reset the stall count or preliminary to swinging the disc.
E
End Zone
The area at each end of the field of play that is not part of the Playing Field Proper.
Equipment Time-outs
Now called "Technical" time-outs, since they include time-outs for not only equipment but also dangerous conditions. In addition, there is no longer a penalty for misuse of the equipment time out.
ESO-ISO
Short for estrogen isolation; an offensive strategy used to group players of a gender to exclusively play the disc so as to capitalize on any poor defender match-ups.
Event Organizer
The person(s) or entity organizing a competition, whether it is a tournament, tournament series, league, single game, or other type of event.
F
Fake
A motion made by the thrower to deceive the marker into believing that a throw is to be made in one direction instead of another.
Female Player
Any player who is determined to be female according to the current International Olympic Committee regulations.
Field (or Field of Play)
See Playing Field.
Fish
The defensive player in a Salmon Zone responsible for forcing the disc towards one side of the field. The fish is the only player that marks the disc (AKA rabbit). Or (Southern U.S.) a player who is confused and/or not running/moving as well as other players on the field. This is derived from the expression "a fish out of water". A fish is often scored upon, and usually poached. A fish is so bad that no matter whom the fish is covering, it is always a mismatch. Fish is also a relative term; an intermediate player participating in a top-level game might wind up being the fish.
Flick
See Forehand.
Floater
A high pass that hangs in the air for a long time.
Flow
Continual movement of the disc down the field by the offence using successive passes.
Foot Block
When a defender knocks a throw to the ground immediately after it is thrown by blocking it with his foot.
Force
The direction to which a person who is marking tries to force the handler to throw. Alternatively, the marker can try to force the handler into a specific type of throw, e.g. 'force flick.' The direction you want them to throw is the direction of the force.
  • Force In: Force to the middle of the field.
  • Force Out: Force to the outside of the field.
  • Force Sidelines: Force to the near sidelines.
  • Force Home/Away: Force to the home or away side.
  • Force Forehand: Force the thrower to use a forehand throw.
  • Force Backhand: Force the thrower to use a backhand throw.
  • Force Line: Force the thrower to only throw along the close sideline.
Forehand
A difficult but essential throw in which the thrower leads with middle finger along the rim, sometimes using the index finger to support the disc. Also called a flick.
Foul
Non-incidental contact between opposing players. In general, the player initiating the contact has committed the foul.
G
Gender Across
An instruction used by the team about to pull the disc to indicate that each defending player is to check the corresponding player of the same gender on the line directly across from them.
German
A play where the handler throws the disc to an open space, expecting the receiver to run to it for the catch.
Give-and-Go
A play where two players pass the disc back and forth repeatedly as they move forward.
 
Go Through
A call advising players not to pick the disc up from the ground after a turnover, but instead to run forward. The disc would often be pick up by the handler furthest back.
Goal Line
Part of the Playing Field Proper, this is the line separating the playing field proper from the end zones.
Gratuitous
A adjective describing a needless layout that appeared to be performed ostentatiously.
Greatest (the)
Short for The Greatest Play in Ultimate; a play in which a player on the offensive team leaps while in-bounds to catch a disc that is out-of-bounds, and throws to an in-bound team-mate before he makes contact with the ground. A "World's Greatest" occurs where this play is caught by the team-mate for a goal.
Ground
All substantial solid objects, including grass, marker cones, and equipment, but excluding all players and their worn clothing.
Ground Contact
All player contact with the ground directly related to a specific event or maneuver (e.g., jumping, diving, leaning or falling), including landing or recovering after being off-balance. Items on the ground are considered part of the ground.
Guarding
A defender is guarding an offensive player when they are within three meters of that offensive player and are reacting to that offensive player.
H
Hack
A foul.
Hammer
An upside-down, overhead throw; one of the more difficult of the common throws in Ultimate to master. The hammer may have received its name from the thunder mallets thrown by the Norse god Thor.
Handler
One of the team's primary throwers; also one of the players (especially when playing against a Zone defence) engaged in swinging the disc.
Heckle
To playfully abuse a player on the playfield in an attempt to fluster them. Heckling on the part of sideline players and spectators is the art of teasing through the use of inventive language and/or psychological manipulation.
High-Release
A backhand throw held and released over the thrower's head. It can be very difficult to block.
Ho
Short for horizontal; Some believe it to be a play on words for ho or for the phrase 'gung ho.'. "Going ho" is the same as a layout.
Home
An unofficial term for the side of the playfield proper where the team's equipment and substitute players are located. See also Away.
Hospital Throw
A pass that stays (floats) in the air for a considerable amount of time, allowing multiple players to bid for the disc which increases the risk of injury (see Floater).
Hot
An adjective used to describe a good play (AKA Sweet). Example: "Hot bid!" or "Hot snatch!"
Hot Box
See Box.
Huck
A long throw, generally at least half the length of the field (AKA Pipe).
Hyzer
The disc is tilted towards the ground to make the disc turn left when thrown with a right handed backhand throw.
I
IBU
Short for Ibuprofin; Used almost fanatically by Ultimate players (AKA Vitamin I).
Incidental Contact
Contact between opposing players that does not affect continued play.
Inside-Out
As a backhand: a throw to the right that curves left; as a forehand: a throw to the left the curves right.
Instable Disc
A disc that turns right when thrown flat with a right- (understable) handed backhand throw.
Interception
When a defender catches a disc thrown by the offence.
IO
Short for Inside-out.
Ironman
See Savage.
Iso
Short for isolation; a system of offence whereby one player is isolated in the centre of the playfield.
J
Jelly-Roll
A cheer (mini-game) in which all players of both teams join hands to form one long line after a game and then one end begins to run around the stationary other end until the line has rolled up.
K
Karma
In unofficial games, refers to the positive or negative effect of Spirit upon the play. For example, a person can block a pass without touching it if the effort to get there deserves it ("Great karma D"); or a player's ability may be negatively affected by their bad spirit.
Kick-Catch
Kicking the disc with the foot in order to move it up and then catching the disc with the hand.
Knife
See Blade.
L
Layout
The act of diving while running in order to catch or block a disc out of your ordinary reach.
Legal Position
A position established by a marker that does not violate any of the provisions outlined in the rules.
Line
A boundary defining the playing areas. On an unlined field, the boundary is an imaginary line segment between two field markers with the thickness of said markers. Line segments are not extrapolated beyond the defining markers. Line is also the row of players standing on the goal line of their end zones at the start of each point which allows the defenders to select their checks ("Hey dudes, hold the line!"). To yell "No line!" is to tell the marker to prevent a throw down the sideline.
Line Force
To force the thrower to only throw along the sideline that the thrower is standing at.
Look Off
A situation where a handler sees an open receiver but does not make the pass.
Long
See Deep.
M
MAC
Short for Mid-flight Attitude Correction or Mid Air Change. A MAC to oneself, which is a travel violation, is caused by intentionally diverting the course of the disc by tapping it mid-flight and then catching it.
Mac Line

A fundisc game where two or more people stand in a line between a thrower and a receiver. The thrower passes the disc down the line to a receiver with each player in the line attempting to continuously "mac" the disc to the next player. The receiver and thrower reverse roles and play continues.

Man Defence
A defensive strategy in which each player marks one player (sometimes referred to as man-on-man or simply man-on).
Mark
To try to hinder the throw of a person with the disc by blocking possible avenues of release using the body or arms. See Marker.
Marker
The defensive player within three meters of the thrower’s pivot or of the thrower if no pivot has been established. If the disc is not in play, a defensive player within three meters of a spot on the field where the disc is to be put into play is considered the marker (aka Mark).
Mid(s)
A receiver who cuts for shorter passes than the deep or, in zone play, the defensive players in the area immediately behind the cup. In standard zone defence, the positions are mid-left, mid-mid and mid-right across the field from left to right as you face the opposing team.
Middle
The spot on the long axis of the playing field proper nearest to the spot where the disc completely crossed the sideline if “middle” was called. Middle is also one of the possible calls to be made after a pull if the disc lands out-of-bounds.
N
No-Huck
A call advising the marker to switch the force to prevent a huck to a striking player.
No-Look
To catch or throw the disc without looking.
O
O
Short for offence; the team with the disc is said to be on "O."
OB
See Out-of-Bounds.
Offensive Player
A player whose team is in possession of the disc.
Ogre
A talented and beast-like (in appearance or action) player.
OI
See Outside-in.
Open Side
The side of the playfield to which the handler is being forced.
Out-of-Bounds
A situation that occurs when the disc lands on or outside of the lines defining the playfield, hits an out-of-bounds object, or is caught by a player who lands or leaps from outside the playfield.
Outside-In

For a backhand: a throw to the left that curves right; for a forehand: a throw to the right that curves left (AKA reverse curve or bender).

Overstable Disc
A disc that turns left when thrown flat with a right handed backhand throw.
Overtime
Any time the score is tied at one less than the predetermined game total (ie: For games to 15, overtime starts at 14-14, regardless of whether the game is now to 16 or whether it was capped and is now to 15).
P
 
Pancake Catch
A catch made by clamping the hands on the top and bottom of the disc (AKA the Clap Catch).
Peach
See the Beach Thumber throw.
Pick
An (illegal) intentional or unintentional block where a player (on either team) gets between a defender and the player that is being covered.
Picking Up (or Catching) Garbage
When a player manages to catch a thrower's poor throw (see also Swill).
Pipe
See Huck.
Pivot
The particular part of the body (usually the foot) in continuous contact with a single spot on the field during a thrower’s possession once the thrower has come to a stop or has attempted a throw or fake. When there is a definitive spot for putting the disc into play, the part of the body in contact with that spot is the pivot.
Player
Any of the up to fourteen persons participating in the game at any one time.
Playing Field
The rectangular field of play. A standard field has dimensions of 110 metres by 37 metres (including the two end zones).
Playing Field Proper
The area of the playing field, including the end zone lines, but excluding the end zones and the perimeter lines.
Plinko
A play in which the disc is worked up the field with a succession of short passes.
Poaching
The strategy where a defender (called the Poach) is not close to his check. Is there any connection here to a process for cooking an egg?
Point
The single value of each score (AKA goal); or the play up until the goal (as in "Wow, that was a long point").
Point Block
A throw by the handler that is legally blocked by the mark.
Pokey
A mini-game where one player from each team faces off for the disc. They grab hands as if they were shaking and extend their first finger outward. After a countdown, each player tries to touch the other player anywhere on his body past the wrist. The winner chooses to pull or recieve the disc.
Popper

An receiver in a zone offense that cuts in and out for a short pass.

Possession of the Disc
Sustained contact with, and control of, a non-spinning disc.
  • Catching a pass is equivalent to establishing possession of that pass.
  • Loss of possession due to ground contact related to a catch negates that player’s possession up to that point.
  • A disc in a player’s possession is considered part of that player.
  • The team whose player is in possession, or whose players may pick up the disc, is considered the team in possession. If the disc is in the air following a legal pass, the thrower’s team is considered the team in possession.
Point Block
A block by a marker immediately after the disc has been released, resulting in a turnover (AKA a Foot Block when the block is made with either foot).
Pull
The throw from one team to the other that starts play at the beginning of each half and after a goal. It is not a legal pass for scoring and has many special provisions.
Puller
The player on the pulling team who possesses the disc and signals readiness.
Punt
A throw that is launched downfield to force the opponent to begin play further downfield, often thrown at a high stall count with no realistic receiver to escape a bad field position. The term is borrowed from American Football and Rugby, where a 'punt' is a kick downfield.
Puppy
A player who chases the disc in a zone defence. See Rabbit.
Push
See Go Through.
Push Pass
A slow-moving forehand throw that spins in the opposite direction of a flick.
Put the Disc in Play
Occurs when the thrower establishes a pivot at the appropriate pivot spot on the field and
touches the disc to the ground.
Pylon
A player that never receives the disc in a game (not to be confused with a cone).
R
Rabbit
A player who chases the disc in a zone defence. See Puppy.
Read
To judge the flight of the disc through observation of the angle of the disc, speed, direction of travel, and wind effect in order to perfect a catch or block.
Receiver
An offensive player other than the thrower.
Reverse Curve
See Outside-in.
Revs
Short for revolutions; refers to the amount of spin placed on a disc by a thrower.
Ro-Sham-Bo (Rock-Paper-Scissors)
A mini-game sometimes played in Ultimate instead of flipping discs to determine which team pulls to the other. See mini-games for variations of Ro-Sham-Bo.
Road Disc
See Taco. A road disc can be any damaged disc.
Rule 6
See Conservation of Greatness.
Run Through
A call to another player to run past the disc without picking it up.
S
Savage
A game situation where a shortage of players forces a team to play the entire game without substitutions (AKA Ironman).
Scoring Attempt
Starts at the beginning of the game or when the previous goal is scored and ends when the next goal is scored.
Scoober
An upside-down backhand throw released in front of the throwing shoulder (AKA corker). Some credit Jeff Humes (sp), captain of Penn State, with creating this throw in the late 70's.
Scorpion
A badly executed layout where the player lands on his/her upper chest or face resulting in the player's back arching and feet flying forward over their head.
Self-Check
The action of the thrower touching the disc to the ground to restart play when no defensive player is within reach of the thrower. If no offensive player is in possession of the
disc at the appropriate spot, the defence can also perform a self-check by having the defender closest to the disc loudly announce “in play” once the offence acknowledges readiness.
Self-mac
An illegal tipping move by a receiver. See MAC.
Shark
A prolific goal scorer.
Side Arm Lift
An unusual throw shown here and here.
Sky (Skying)
To leap up to catch the disc at maximum height (skying).
Snack Food
A long, high throw that passes near one or more defensive players and is easily intercepted ("tossing up snack food').
Snake
When a defender craftily intercepts a pass by reaching over a shorter offensive player or breaking to the disc at the last instant (AKA Baiting).
SOTG
Short for Spirit of the Game.
Spirit Circle
The circle of team players assembled before the start of a game to focus emotions.
Spirit of the Game
The underlying principle of sportsmanship inherent in all aspects of the sport of Ultimate that places the responsibility for fair play on the player (sometimes abbreviated as Spirit or SOTG). Highly competitive play is encouraged, but never at the expense of the bond of mutual respect between players, adherence to the agreed upon rules of the game, or the basic joy of play. "Win-at-all-costs" behaviour is contrary to Spirit.
Stable Disc
A disc that goes straight when thrown flat with a right handed backhand throw.
Stack
An offensive strategy intended to manage space for cutting in which all the players line up (often down the middle of the field) and alternately make cuts. Common types include horizontal and vertical stacks.
Stall
The period of time that a player on offence is permitted to hold onto the disc before releasing it; also the state of a "dead" disc (AKA Stalled out) after a stall count if the handler has not released the disc before the defender counts out ten seconds.
Stall Count
The marker's audible count in seconds while defending the handler. A turnover results if the handler does not release the disc before uttering the ‘t’ of ten.
State of the Disc
The nature of play at a particular moment during the game. There are three states of disc:
  • A disc is in play when play may proceed without the defence’s acknowledgment. An in-bounds disc on the playing field is in play. The disc is subject to a turnover. To put the disc into play at a particular spot on the field means to establish a pivot at that spot.
  • A disc is live when players are allowed to move and the disc is subject to a turnover, but the thrower cannot make a legal pass (e.g., walking the disc to the spot where it is to be put into play). For a live disc to be put into play, the thrower must establish a pivot at the appropriate spot on the field, touch the disc to the ground, and put it into play.
  • A disc is dead when play has stopped and can continue only with a check. The disc is not subject to a turnover.
Stoppage of Play
Any halting of play due to a call, discussion, or time-out that requires a check or self-check to restart play. The term "play stops" means a stoppage of play occurs.
Street Meat
See Taco.
Strike
A call made by a teammate (who is usually on the sideline) telling the mark to switch the force momentarily, thus cutting off a possible force-side throw. Strike also means to cut long as a receiver.
Strip
The illegal act whereby a defensive player knocks or takes the disc out of the hands of the thrower or receiver.
Stupidest (the)
Similar to The Greatest, this term describes the misjudged attempt by receiver that jumps from in-bounds, catches the disc, thinks s/he is going to land out-of-bounds (which would result in a turnover) and so releases the disc before landing in-bounds. This is considered especially stupid if not received by a team-mate.
Sweet
See Hot.
Swill
A poor throw that can only be successfully caught by extraordinary effort by the intended receiver; often used to describe hospital throws or throws that lack sufficient spin, causing the disc to fly without stability through the air.
Swing
A throw from one side of the field to the other. This type of throw does not in itself have the purpose of getting closer to the end zone line, but rather of shifting the focus of play to the other side of the field or of resetting the stall count.
Switch
When two defensive players exchange checks.
Swoopie
See Air bounce.
T
Taco
A disc that has become warped due to a foot block, a player stepping on it, or a throw that nose dives into the ground. Generally a tacoed disc is either straightened by the next handler or is removed from play and repaired on the sideline (AKA Road Disc or Street Meat).
Throw
A disc in flight following any throwing motion (including a fake) that results in the thrower losing contact with the disc.
  • A pass is equivalent to a throw.
  • An intentionally dropped disc is considered a thrown disc.
  • The act of throwing is the motion that transfers momentum from the thrower to the disc in the direction of flight and results in a throw. Pivots and wind-ups are not part of the act of throwing.
  • A throw is only considered complete when an offensive player gains possession that is not otherwise negated.
  • An offensive player in possession of, or who has most recently possessed, the disc is the thrower.
Thumber (the)
An advanced upside-down throw (not to be confused with the Beach Thumber) that is rarely used in competitive play. It has a flight path that is the mirror-image of the Hammer (arcing high and to the right for a right-handed thrower).
Tomahawk
See Blade.
Top
The defensive player in the center of a three-person cup who prevents the forward pass.
Trap
To force the thrower caught near a sideline to only be able to throw along that sideline.
Travel
A violation in which the thrower's pivot foot moves while in possession of a live disc. A self-MAC, taking unnecessary steps after catching the disc, or changing direction before establishing a pivot are also travel violations.
Turf
To throw the disc so that it hits the ground shortly after being released; usually a result of poor execution by the thrower.
Turn (or T.O.)
Short for turnover, is verbal call to alert all players on the field of a change of possession.
Turnover (or T.O.)
A change of the team in possession of the disc.
U
UD
Short for upside-down; any pass where the disc is released upside-down.
Ultimate
A con-contact sport played by two 7-player teams. The disc may only be moved by passing since the thrower is not allowed to take steps. When a pass is incomplete, intercepted, knocked-down, or contacts an out-of-bounds area, a turnover occurs, resulting in an immediate change of possession of the disc. A goal is scored when a player successfully passes the disc to a team mate in the end zone that the team is attacking.
Ultimate Time
The reference to the fact that any Ultimate-related activity seemingly never starts or finishes on time.
Up!
A shout, usually by the marker and the defence, to alert their players that the disc is in the air.
V
Violation
Any infraction of the rules other than a foul.
Virgin Plastic
A disc in mint condition that has never ben used or hit pavement.
Vitamin I
See IBU.
W
Waffle (the)
An overhead throw released with a perpendicular elbow (AKA the wrist-hook, the biscuit in the UK, or the chicken wing).
Where the Disc Stops
Refers to the location where a disc is caught, where it comes to rest naturally, or where it is stopped from rolling or sliding.
World's Greatest (the)
A Greatest which results in a goal.
X
X-Rules
The UPA-approved version of the Callahan Rules, which were developed by Charles Kerr and Will Deaver in 1997.
Z
Zone
A defensive strategy in which players defend against receivers in areas of the playfield instead of marking one receiver.

Unique Expressions and Links

Charlie Kroger
A regional expression describing someone that is quick to call a timeout on a deep catch before the end zone. Charlie Kroger called more timeouts than the rest of his team combined in his two seasons of LCN (La Cosa Nostra Ultimate Frisbee club team based out of High Point, North Carolina) play.
Disc Golf Dictionary
DiscNation

 
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