SotG col1 pic You are here:  Home  >  Academy  >  Drills SotG col3 pic
 
Temperature:

sponsored link

Skills

Introduction

Ultimate expects a minimum skill level. While most people have tossed a Frisbee backhand, forehand (flick) and hammer throws are often a new experience. This page explains both fundamental and advanced skills that are indispensable to effectively play the game of Ultimate.

Every level of play, whether beginner, intermediate, or veteran, should also have a prepared game plan. Drills and scrimmages, if part of a regular training program, develop both individual skills and cooperative team performance. Follow the links below to find a progression of practice drills and training programs. Listed elsewhere in the Academy, but often considered a necessary skill to be developed in Ultimate, is player and sideline communication.

Do not despair if some of these techniques seem difficult at first. Certain aspects of the game require a lot of effort and practice. Many players dedicate years to perfecting certain throws or applying strategies. Most basic skills are quickly developed with practice.

Topics
This section introduces the skills commonly used in Ultimate. The Academy's Skills section is organized according to the following subjects:
Offence

Throws

Backhand

This Ultimate Handbook page illustrates the correct way to throw backhand. Practice drills are also explained. See also the Ultimate Handbook page on Throwing in the Presence of a Mark.

Forehand

This Ultimate Handbook page illustrates the correct way to throw forehand. Practice drills are also explained. Maurice Cinquini has published another article on Teaching Beginners to Throw Forehand.

Hammer

This Ultimate Handbook page illustrates the correct way to throw a hammer. Practice drills are also explained.

Scoober (and other throws)

The Ultimate Flying Disc Association discusses the Scoober (aka wrist hammer) as well as several other trick throws. See also the Ultimate Handbook page on Throwing in the Presence of a Mark.

High-Release Backhand

The High-Release is a short backhand throw is released flat, but at about top-of-head level, and is useful for breaking the mark. The Ultimate Handbook has a more detailed explanation of the throw.

Push-Pass

This can be a useful pass to a nearby receiver on the forehand side of the thrower. It is particularly effective within about 5 metres when there is little or no wind. The thrower grips the disc flat between the thumb and fingers, except that the forefinger rests against the rim. Push out with the palm of the hand, and initiate clock-wise spin and extra distance using the forefinger against the rim.

Pull

The Ultimate Flying Disc Association has a great discussion of the pull. The backhand grip, run-up and release, forehand, and external factors are explained.

Advanced Throws

Tom Brennan and Jonathan Potts discuss the theory of several advanced throws. See also the HKUPA site for more throws. If you prefer to see the throw in action, visit Dan Cogan-Drew's Ultimate VideoPapers site.

Cutting

This Ultimate Handbook page explains various concepts for cutting. Short, mirror, long, Berkeley, and dump cuts are also described. The UPA site discusses more cutting concepts in Part 1 and Part 2.

Catching

There are three ways to catch the disc: the Pancake (or Clap Catch), the two-handed rim catch, and the one-handed rim catch. The Ultimate Handbook site explains some basic catching techniques. The page focuses on Pancake (and its variations) and reading disc flight.

Defence

Marking

The UPA describes various marking techniques.

More Stuff

A Pictoral Guide to Ultimate has been prepared by Bil Elsinger. Photographic and written descriptions of various Ultimate concepts include pulls, stack, mark, catches, layouts, the cup, double-teaming, and much more.

Throwers: Here is a sample progression of reads that can work in many field situations: Upon receiving the disc, a thrower (1) first looks for a deep cutter; (2) if unavailable, look to hit the underneath continuation; (3) if that’s not there, look for the break; and (4) reset (dump) the disc. This can easily transpire within 3 or 4 seconds.

Coming soon ...


 
SotG col1 pic SotG col3 pic