Pulling

 

Introduction

Preamble

It may be surprising to see a section on taking the pull, but in a high level game a good pull may be the difference between the defence shutting down the offence, and the defence getting shredded because it has not had a chance to set up. This section will look at what styles of throw to use, throwing technique, grips, positioning of the throw and external factors such as the wind and rain.

Due to recent rule changes, this is the third revision (last revised 18 April 2000) of this document. The original document can be found here.

Note that the rule changes are still being trialled, and as such they may be subject to further change. Until they stabilise, this will be a document in progress.

Overview

Some people will argue that the primary aim of the pull is to have the opposition drop the disc on their own line, but realistically speaking, the main aim of the pull is to have the opposition trapped on their own goal line or inside their own endzone with the defence already down there and set up. The key to this is time and placement:

The secondary aim is to have the opposition on a particular side of the field as well, so as to cut down their options.

Trajectory

Introduction

For those who do not know, trajectory is the flight path taken by the disc. There are basically three different trajectories which can achieve the primary aim as stated above, although two do it considerably better than the third as a rule.


 

The three trajectories are shown above :

  1. A high throw which slowly descends giving the defence time to get down the field. This is the 'usual' pull, if such a thing exists. If thrown at the right angle it flies upwards until near the front of the endzone and then begins to fall slowly. It is easy to catch, but hopefully spends enough time on descent for the defence to get to the endzone. If the throw is good, there is nothing the offence can do to stop the defence from setting up.
  2. A high arcing roller which descends at a speed and angle which makes it very difficult to catch. The idea is that it lands in the endzone and then rolls out, forcing the offence to walk the disc up to their line before starting play. This will give the defence plenty of time to set up. The downside is that the throw does not spend much time in the air, so if the offence is daring, they can either catch the pull or stop it just after it hits the ground. Then they may be able to start passing before the defence has time to set up.
  3. This is a throw which flies fairly low and fast, landing in the back corner of the endzone untouched by the offence. The drawback is that it is not that hard to catch, and as a result the offence can usually get started before the defence gets down there. Keep in mind that the offence can start the play from where the disc lands.  This is the weakest of the three trajectories.

The Throw

Introduction

Is it better to throw a forehand or a backhand (or a hammer!)? In general most players cannot throw a forehand anywhere near as well as a backhand, at least where distance is concerned. The only time when a forehand is definitely the better throw is when you are throwing a roller and the wind is coming from over your throwing shoulder. In this case the forehand will catch the wind and get greater airspeed and distance.

Other than this, the backhand is the better throw. It is easier to get distance into the wind because it is easier to put spin on the disc. It is also less prone to error, as a rule.

Backhand Grip

The only grip to use is the power grip. No other grip gets as much distance. The thumb should be roughly parallel to the rim of the disc. This loses a little control, but makes sure the thumb does not drag the trailing edge of the disc on release.

Forehand Grip

Either the power grip or the hybrid grip should be used. The disc should be gripped as tightly as possible to make sure there is little wobble just before release.

The Run-Up and Release

Introduction

Most people by instinct have worked out the best way to pull up to this stage. Probably 99% of pulls are backhand, and most of these are high-flying slow-descending ones, at least as far as people are able. Where most people lose on distance and power is in the run-up and the release.

There are two different run-ups which will give good distance. The first one, which is easier, is used by most good disc golfers, and is known as the 3-step run-up. The second is harder, but has the potential to get more distance, and involves a complete 360 degree body turn just before release.

The 3-Step Run-up

The disc golfers seem to know what they are talking about, and this is one of the most detailed descriptions I have seen, with thanks to Mark Ross.

The main points to note are :

The 360 degree Run-up

I know nothing about this run-up, but it seems to me that it is just another way of getting the back facing the target and getting as much arm speed as possible. The main drawbacks with doing this spin are a loss of accuracy and direction, and the tendency to turn the disc over on release.

The Forehand Huck

The main problem with using the forehand to pull is that it is very difficult to get the disc to move in a straight line through the release. Try it and see. Your arm naturally bends one way at the elbow, and this is the right way for keeping a backhand moving in a straight line, but the wrong way for a forehand. This means the disc will move in an arc, with the corresponding loss of power and control.

It is possible to throw an Ultra-Star almost as far using a standing forehand as using a run-up, so we will only look at the standing throw.

Using some of the ideas from the backhand huck, the most important thing is to get the disc as far behind you as possible before you throw. For a right-handed forehand huck, the steps are as follows. Set-up with sideways with your left shoulder facing forwards. This allows you to extend your right arm as far back as you are able. For the throw itself, swing your right arm back shifting your weight to your right foot. Then lead forward with your right shoulder. This should turn your upper body naturally and start your right arm swinging forwards. Step forward with your right foot. By this stage your arm should be roughly perpendicular to the direction you are throwing and your right wrist should be well cocked from the inertia of the disc. Snap your wrist hard to impart good spin on the disc. To get maximum power, this is the point at which the disc should be released since it is moving in the direction you want it to go. Try not to let the disc get much in front of your shoulder before release, as this is where you start to lose control.

Positioning

Positioning is usually of secondary importance behind time, often because most people have enough to worry about getting distance even without direction. Nevertheless, it is still worth thinking about where you want the disc to go, or, in some cases, where you don't want the disc to go.

For example, if you are not playing the brick rule, there is no punishment (except maybe the derision of the other players) for hurling the disc out the back of the endzone. If the brick rule is being played, you must decide whether the possibility of a 20-yard penalty is worth the chance to set up your defence properly.

Similar arguments apply to aiming for the corners of the endzone. If the throw lands in you are a hero, but if it is even a centimetre over the line then the opposition gets to take it 20 yards up and in the middle of the field, a double whammy.

Basically, you need to weigh your chances of what you know you can throw with what you think you might be able to throw, and decide whether to gamble or not. Mostly you will find that the best play is simply to try and land a good throw in the endzone, and not to worry about going for corners and the like.

External Factors

The one thing that has been mentioned little so far, but which can play a large part in the effectiveness of a pull, is the influence of external factors such as wind, rain and sun.

Wind

Obviously the most significant external factor is the wind. In general, you should try to let the wind do some of the work, as fighting against it is always much harder. If there is any sort of a crosswind, send the disc curving across it and let the wind bring the disc back into the field of play. If you have a tailwind, you may wish to consider using the roller, because the tailwind will cause the disc to drop rapidly at the end. If you throw a high flat throw, give it extra height to compensate for the expected drop at the end, or put a bit of curve on it and try and get the wind under it a little. The opposite is true for a headwind. Make sure the disc gets lots of spin, grip it a little tighter, and throw the disc a little lower. The wind will help keep it up in the air for longer.

Rain

The main thing to remember in wet conditions is that the disc is slippery. If you have a dryish article of clothing, wipe the disc and your throwing hand on it. Grip the disc extra tight and again cock your wrist just before release to get as much spin as possible. The distance that you lose throwing in the wet is a combination of the extra weight of water on the disc, and the loss of friction between the disc and the pads of your fingers, so you need to do everything possible to minimise them.

Apparently it is possible to get stuff to rub on your hands which gives them much more grip. Rock climbers chalk may help, and I have heard that shoe polish gives a similar result. You may want to give one of these a try if you have a lot of trouble gripping the disc in the wet.

The Disc

Lastly, remember that the disc itself will make a difference. The difference between a brand new disc and a slightly worn one is significant enough, since the older one has more of a tendency to drift right (from a right-handed backhand). The solution is to drop the outside edge of the disc a little if the disc is not as new. Older discs in general will still not fly as far.

-Courtesy of the AFDA