Blake_T wrote:new/solidified terminologies/concepts
snap - the amount of velocity imparted on the disc relative to the thrower's arm-speed. (it is in fact possible to launch a disc faster than your arm was moving).
power pocket - this involves the area i used to refer to as the "power zone" and begins as the disc passes the right edge of your body. i think the term pocket is a better description since half of the throwing process is loading the pocket and the other half is unloading it.
point of impact - the fully loaded forward position in the power pocket. oddly enough... most throwers don't have a defined point of impact. all long throwers do have a defined point of impact.
active vs. passive unloading of the wrist. achieving a true point of impact is necessary to get the wrist to unload naturally. half-hitting is when there is a passive unload of the wrist (the motion is incidental). full-hitting requires an active unload of the wrist. active unloading is rather tricky since it involves applying force during the unload... yet the unload must begin as an incidental motion, forcing the unload to complete in a stronger/faster manner is necessary for full snap.
slip/micro-slip - once timing is "good," slips and micro-slips become the major concern regarding distance and accuracy. rim width and depth are major limiting factors in consistency. while the variability of slips/micro slips can be reduced as technique improves, the consistency factor is huge during the developing stages. e.g. i've found many players will half hit or better a roc ~80% of the time and half hit or better a nuke ~10% of the time.
dual stage shoulder rotation. there are definitely two distinct rotations... and not one continuous "spin." the first rotation generates momentum to reach the point of impact. the second rotation happens as you unload from the power pocket. if you can't separate these, it's next to impossible to snap a disc.
hyper spin. this technique gets really close to generating hyper spin on almost every throw if it is done correctly.
gretagun wrote:I don't think "snap" is defined by simply imparting spin on a disc. You can put a spin on a disc without snapping it at all. Discs can certainly launch at higher speeds than the arm, and this is the point of achieving snap. The force from snap comes from the loading and unloading of the tendons in your wrist. Think about throwing up shots with a putter or mid. Your arm doesn't have to move fast at all, but as long as there is a proper building of tension in the wrist, the disc "ejects" out of your hand at a higher speed than your arm is moving, resulting in a nice line drive shot.
JR wrote:Let us suppose that for the sake of illustration there is a player with infinite amount of muscle power so that he can stop the arm in place infinitely quickly. Newton says that an object in motion won't stop without interference. Since there is kinetic energy in the throw that energy will not dissipate just because the arm stops -the energy has to go somewhere. If the player does not grip so hard that the fingers will not bend the disc shall pivot. Then you have the full energy moving only the weight of the fingers and the disc which is way less than the arm or the body. The power to weight ratio goes up while the energy does not go down. It should go up. If the energy stayed constant and the weight goes down what happens?
Pivot, for one thing.tampora wrote:Unless you're referring to the hand/wrist as NOT being a part of the arm, how is it possible to propel a disc faster than the arm that accelerates it?
Anode|ION|JOKERi|MD2|FD|TD|PD|LEGENDaParks wrote:If the posts on this forum are any indication, the PD is like a Teebird with sunshine coming out of its butthole so hard that it flies faster.
jubuttib wrote:Pivot, for one thing.tampora wrote:Unless you're referring to the hand/wrist as NOT being a part of the arm, how is it possible to propel a disc faster than the arm that accelerates it?
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