ULTIMATE FRISBEE
Ultimate Frisbee is a non-contact team sport. Developed at a high school in
Maplewood, NJ, in 1968, Ultimate, as it’s called by devotees, emphasizes team
play, co-operation, and fair play. It involves game concepts from many
sports:
1. running and team work – soccer, speedball, field hockey, team handball
2. long passes and diving catches - football
3. zone and man-to-man defense – basketball
The biggest difference is the substitution of a flying disc for the more
traditional ball.
Frisbees were not the first objects used as “sailors” but have certainly
become the most popular. Fred Morrison experimented with several designs and
plastics formulas before he perfected his “Flying Saucers” in the late 40’s
and early 50’s. In 1955 he sold his process and injection mold machine to
Wham-O, a company noted for marketing fad items such as the hoola hoop. Wham-
O began production of the molded plastic flying discs on January 3, 1956.
On a sales trip to the New England states, one of Wham-O’s owners heard some
Harvard students yelling, “Frisbee!” Upon further investigation he saw the
students tossing and catching metal pie plates, shaped similar to their new
flying discs, from the Frisbee Pie Company of Bridgeport, CT,
Yelling “Frisbee” was the equivalent of crying “Fore” in golf. Taking this
as a “sign,” he borrowed the name for Wham-O’s flying discs and it has since
become a part of our vocabulary.
Frisbee enthusiasts claim that there are more flying discs sold each year
that baseball, footballs, and basketballs combined. Part of the Frisbee’s
popularity is that unlike a ball that literally drops through the air, the
disc flies! As Dr. Stancil Johnson, disc historian puts it, “When a ball
dreams, it dreams it’s a disc.”
There are three types of discs: the soft, spongy nerf type, halo (with a
hole in the center), and closed. The halo discs (aerobies) are lighter in
weight, easier to throw, and easier to catch. Not as much wrist snap is
needed to throw a halo disc and it flies true and straight. Closed discs are
the most popular with the Frisbee Pro considered by many to be the best
flying disc available/
Ultimate Frisbee is only one of numerous games that have incorporated the use
of a flying disc. Besides being easy and fun it also provides an excellent
cardio-vascular workout. Studies show that Ultimate players’ heart rates
reach an average of 85.7% of maximum. Evidence also suggests greater agility
and quickened reflexes as two other benefits of playing Ultimate Frisbee.
In Ultimate Frisbee, two teams of 7 players try to advance the disc down the
field to their end zone by passing the disc form teammate to teammate. Good
sportsmanship rather than competition is the focus. Teams may sometimes
rate, or scale, their play instead of totaling points. Ultimate is a very
democratic game with no referees. Players are expected to call their own
violations. “Being honest” is considered the spirit of the game.
Organized leagues have been formed in many areas of the country for people of
all ages and ability levels. For the exceptional teams, there are even state,
national, and international championships.
******************************************************************************
SKILLS
Ultimate Frisbee uses a wide range of skills. A description of the ones
we’ll be learning in class follows.
5 BASIC THROWS
1. Backhand – most common
a. grip: fan grip (like fanning yourself), thumb - presses down on top
of disc, index finger – presses along rim, three fingers – press up on
bottom, middle finger underneath thumb
“It’s like holding a small bird – tight enough to keep it from flying away
but not so you won’t kill it.” R. Olney
b. stance: 90 degree angle to target, throwing shoulder towards target
c. backswing: take disc and throwing arm across chest
d. throw: shift weight forward, pull disc forward (some suggest with a
straight arm), snap wrist when disc is about one foot away from body (like
snapping a towel), point index finger towards target (recommended by some
people), watch the target, not the disc
2. Forehand
a. grip: 2 finger grip (“peace” sign), thumb – pressed firmly on top of
disc, first two fingers –
underneath, along the rim (cheek), last 2 fingers – curled into palm
b. stance: 90 degree angle to target, nonthrowing shoulder to target
c. backswing: take arm and disc back, keep elbow close to body, cock
wrist as much as possible
d. throw: shift weight forward, bring disc forward, elbow leading, snap
wrist – less arm action, palm face up when finished
3. Underhand- variation of the backhand
a. grip: fan grip, same as backhand
b. stance: facing target, shoulder square to target
c. backswing: shift weight to throwing side, rotate hips, shifting
weight backwards, take throwing arm back as if to throw a bowling ball, right
hander brings disc past right hip, left hander brings disc past left hip
d. throw: shift weight forward, bring arm forward, snap wrist, release
below the waist
4. Thummer -
a. grip: hitch hiker or tray, thumb – pressed into cheek on underside of
disc, fingers – spread
out on top of disc, palm facing up
b. stance: 90 degree angle to target, nonthrowing shoulder to target
c. backswing: take arm and disc back, keep elbow close to the body
d. throw: shift weight forward, bring disc forward, leading with elbow,
snap the wrist, release disc when past forward hip, release at about 45
degree angle
5. Overhand (Fling)
a. grip: upside down fan
b. stance: 90 degree angle to target, nonthrowing shoulder to target,
cock wrist, disc over forearm, open part of disc down
c. backswing: take arm back straight, elbow locked
d. throw: bring arm forward, parallel to ground, keeping elbow locked,
snap wrist, point hand towards target, palm faces down
THROWING POBLEM
Disc wobbles - Not enough spin - More wrist snap
Disc curves - Disc tilted on release - Keep disc parallel to ground
Disc flies high - Front of disc tilted up - Keep disc parallel to ground
Disc flies straight but to side - Point of release off, released too soon/too
late - Point index finger towards receiver, don’t rotate body
******************************************************************************
CATCHING
1. End result of the throw – HARDER than throwing the disc
2. Catch begins as the disc leaves the thrower’s hand
3. Receiver must be in a position to make the catch. Generally has to make
adjustments to where they think the disc will come, based upon:
a. type of throw
b. angle of release
c. speed of the disc
d. spin
e. height of the disc
f. wind conditions
g. opponent’s position (when playing Ultimate Frisbee)
4. You need to clamp the disc in your hands because of the spin. It won’t
just land in your hands like a ball.
5. 2 Hand positions
a. Sandwich/pancake – trapping the disc between 2 hands, more sure
catch, limits your range
b. “C/ PAC Man – hands held in the shape of the letter “C”, fingers
relaxed, thumbs up – disc below the waist, thumbs down – disc above the waist
6. Hand/hands should be closing before the disc hits
7. Bring hand to the disc only at the moment of contact
******************************************************************************
GUARDING (similar to basketball)
1. Stance: feet shoulder’s width apart, knees slightly bent, weight on
balls of feet, arms out for balance, eyes on whole person – don’t focus on
disc, about an arm’s length away from opponent
2. Move in short, quick, sliding steps whenever possible
3. Opponent has disc – stay between opponent and potential receiver(s)
4. Opponent without disc – stay between opponent and disc
******************************************************************************
OFFENSE (similar to basketball)
1. Pivoting – (no walking with disc except when momentum of catch carries
you forward
a. establish pivot foot (one that can’t move)
b. keep weight on ball of the pivot foot
c. knees slightly bent
d. use non-pivot foot to push off and change direction
e. keep body between opponent and disc while looking for receiver
2. Cutting – moving to an open space to make yourself available for a pass
3. Faking – pretending to move or pass the disc in one direction and then
going another
a. BIG - get their attention
b. Quick – don’t give your opponent time to adjust
4. Picks – involves 2 offensive players and 1 defensive player
a. one offensive player comes and stands beside teammate’s defensive
player
b. 2nd offensive player moves sideways in the direction of teammate
c. as 2nd offensive player’s guard moves with the player, they run into
the 1st offensive player
d. 2nd offensive player gets free to receive pass
5. Give and Go – involves 2 offensive players
a. 1st player passes disc to teammate
b. after the pass, 1st offensive player cuts to an open space
c. receiver passes disc back to 1st player
d. must be done quickly so defense doesn’t have time to adjust
******************************************************************************
RULES
1. 7 players on a regulation team. We play with 5 or 6 indoors.
2. Throw Off/Pull – how the game is started
a. all players line up on their own end lines (guard the person directly
across from you)
b. defensive team throws to Offense – may NOT touch disc until offense
does
c. Offense catches disc – PLAY
d. Offense drops disc – Defense gets disc at point of contact
e. Offense lets disc hit ground – possession begins where disc hit
f. disc goes out of bounds – Repull – or – Offense brings disc back in
play where it went out (That’s what we use in class.)
3. Scoring
a. pass to teammate in end zone
b. passer must be behind 5 yard line (green line indoors)
c. not called if movement is as a result of momentum
d. no scoring from a Free Throw
4. Walking
a. same as basketball – 2 steps
b. first step established - pivot foot
c. not called if movement is as a result of momentum
d. Defensive player gets Free Throw – all others must be 5 yards away (5
feet indoors)
5. Fouling – any contact that interferes with the players ability to throw,
catch, or cut (off disc foul). Fouled player gets a Free Thow. All players
must be 5 yards away (5 feet indoors)
6. Out of bounds – opposite team puts it back in play where it went out.
7. “Knocked Down” disc – disc touches the ground. Team that touched it
last, LOSES it. Free Throw for other team.
8. Stalling – Defender calls “Stalling”, Offensive players has 15 seconds to
get rid of disc. Defender counts out loud, “1,001, 1,002, 1,003, etc.” Time
up – defender gets Frisbee and Free Throw.
9. Man-to-Man Defense – one person defends one person ONLY. Each player
defends the player directly across from them on the pull.
10. Ways for defense to obtain Frisbee:
a. interception
b. incomplete pass
c. out of bounds
d. walking
e. stalling
f. offense scores
******************************************************************************
ULTIMATE FRISBEE “LINGO” OR “SLANG”
Bid – an impressive, but failed, diving attempt to catch the Frisbee. Often
used in a positive way. e.g. “Nice bid!”
Backhand – the throw everyone knows how to do … the STANDARD throw
Blade – a throw in which the disk is vertical or at a steep angle. If
someone shouts, “BLADE,” cover your head.
Boomerang – a throw that returns to the thrower
“C” catch – hands form the letter “C” to catch the disc … one handed or two
handed
“Chilly” – slow it down, be patient … similar to the expression, “Chill out.”
Chuck – to throw a disc
Chucker – an ultimate Frisbee player
Clearing – getting out of the area where the thrower wants to pass the disc
Clogging – crowding
Cut – move made by an offensive player without the disc to an open space …
making themselves available for a pass
“D” – defense Team attempting to stop a score. e.g. “Play tough D!”
“Disc in” – signals that the disc is in play
Discs – generic term for Frisbees
End zone – area at either end of the field where a touchdown can be scored
Forehand – or – Flick – to throw the disc from the right side of the body for
right handed
players or left side for left handed players. The motion is similar to the
forehand in tennis.
Free – open for a pass
Frisbee – trademark name for flying discs made by the Wham-O company
Going Horizontal – catching the disc with the body stretched out, parallel to
the ground … the ULTIMATE move in Ultimate Frisbee
Guts – offensive player throws the disc to teammate with a great deal of
force at a very short distance. The expression comes from, “It takes a lot
of guts to catch a disc thrown that hard that close.
Hammer – high, overhand throw that flies upside down in an arc … grip and
release is similar to a forehand … very hard to catch
Hot Poker Frisbee – game of Ultimate Frisbee where possession of the
continuously changes, requiring a great deal of running … VERY tiring. The
expression comes from, “I’d rather have hot pokers stuck in my eyes than
play like this.”
Huck – a LONG throw … generally the length of the field
Lady Finger Grip – fingers are too loose on the disc
Lay out – diving to catch the disc
Lead - Offensive player throws disc to where teammate is going, not to where
they’re standing. This is an acceptable encouragement to be yelled from the
substitutes on the sideline.
Man – to – Man – most common type of defense … each player is responsible for
a player on the other team
“O” – offense … the team with possession of the disc
Pac Man – another name for a “C” catch
Poaching – when a defender leaves their player and guards another player
Pull – how the game is started … defensive team throws the disc to the
offensive team … similar to a kickoff in football
Sailors – another term for flying discs
Sandwich – catching the disc between two hands
Scaling – rating a game on how well it was played instead of keeping
score. “On a scale of 1 – 10 how would you rate this game?”
Sky – jumping to catch the disc
Spirit of the Game – Good sportsmanship … more important than the
competition. In “the spirit of the game” there are no officials.
Stall – Frisbee seems to momentarily hang in the air
Stalling – Offensive player with disc is unable to pass disc within 10
seconds after Defensive player has called “Stalling.”
Thummer – type of throw … thumb is on the bottom of the disc, other fingers
spread on top, palm facing up. Disc is thrown in a side arm motion.
Touchdown – score … offensive player passes the disc to a teammate standing
in the end zone … passer must be standing behind the 5 yard line
“Turn” – what players call when a turnover has occurred.
“Up” – what players call to let others know a disc is in the air