This acronym represents a right handed backhand throw. All Innova flight ratings use this throw as the basis for their disc ratings. In other words, the discs are rated according to how they would behave when thrown as a backhand by a right-handed player.
LHBH represents a backhand throw by a left-handed player, resulting in the opposite flight path of the RHBH. If you're looking at a flight chart you can flip it around so discs that would finish left would finish to the right when you throw them.
This acronym stands for a forehand thrown by a right-handed player, the reverse of a backhand throw.
This acronym represents the left-handed forehand throw. The LHFH flightpath is the same as a RHBH throw.
Stable is the word used to describe a disc’s tendency to maintain a straight flight. Stable discs are often handy in windy conditions. These discs will fly flat even if they have a wobbly release.
The terms understable or turnover are used to describe a disc’s tendency to turn right during the faster, earlier portion of the flight. Don’t forget, that’s when thrown as a RHBH. The greater the speed of the throw, the greater degree of turn. Understable discs turn over more in upwind situations.
The term overstable is used to describe a disc’s turn to the left, at any speed, for a RHBH throw. High power players throw overstable discs with ease. These discs are important for windy conditions and offer more control but significantly less distance to players.
However, overstable discs are not suggested for less experienced players.
If a throw is released with a downward tilt of the outside edge opposite the hand gripping the disc, the term used to describe that tilt is hyzer. Most discs hyzer at the end of the flight when they run out of speed.
When the outside edge of the disc is tilted upward, the word anhyzer is used to describe the angle of tilt. Players can use Anhyzer on understable discs for more turn, or on overstable discs to get longer flight.
This grip style is modified from one player to the next. With the thumb on the flight plate, fingers curled under, and one or more finger pads pressed to the rim, the back of the thrower’s hand moves toward the target. It should be difficult to take the disc from your hand.
This grip style includes a palm facing the target, the thumb on the flight plate, and the index and middle fingers on the underside of the disc against the rim. Like the backhand, this grip can vary depending on what the individual player finds comfortable. Some players use one finger, others fan out their middle and index, it's what feels comfortable.
The thumber grip mostly used for rollers, is thrown with the entire thumb on the inside of the rim and the other fingers made into a fist. It's similar to throwing a baseball or softball.
The Escape Shot is a short throw used to get back to the fairway. Sometimes shots are so hard that throwing sideways or backwards is the only way to save strokes.
The Touch/Finesse Shot is thrown with very little power. Placement over distance is key when throwing this shot.
The Approach Shot is getting close to the basket without attempting to put the disc in. Generally landing within 30 feet is considered an approach shot.
A shot that lands in the fairway and not on the green.
A roller is a shot that starts in the air and quickly gets onto the ground. Rollers are often thrown in situations with low branches, or when there's lots of distance to be covered. They can be thrown backhand or forehand, usually with lots of anhyzer. It helps to have an understable disc because those want to flip naturally. This is a very advanced skill.
The Cut Roller is when a disc does not roll perpendicular to the ground. This is usually thrown when you have to roll around a mandatory or a tree. Sometimes this is an accidental shot.
This term is not actually a specific shot, rather a category of shots. Overhead Shot refers to any shot thrown over the head. Shots such as The Tomahawk or the Thumber are both examples of shots thrown over the head called Overhead Shots.
The Tomahawk is thrown with a forehand grip on the disc. This shot is thrown overhead style and is often used for getting over obstacles.
The Scooby is thrown with the top of the disc facing the ground and the bottom facing the sky. It's useful for guaranteeing a skip shot, but not great for distance. It also works well on ice because there's more surface to grab onto the disc.
The Spike Hyzer is thrown incredibly high. Players drop the outer wing of the disc and throw the disc up high with lots of power. The disc will often plant itself in the ground because of the power.
The Flexing of a disc is when you throw it against its natural shape. This means releasing an overstable disc on an anhyzer so that it travels in a different direction than if you were to throw it flat.
The S-Curve is considered the natural flight of a disc. At first a disc will turn slightly, early in the flight and then it will begin to stable up and go to a fade. If you were to view this shot from above it would resemble the letter "S".
A Hyzer Flip shot is when you throw an understable disc with the wing tilted down. An understable disc will fight to turn when thrown flat, when thrown with the hyzer it will flip up to flat and glide before hyzering out. This shot is useful in the woods.
A Putt is any throw at the basket from 33 feet or closer.
This is when a disc has come to rest in the chains or the basket, after having entered between the top of the cage and the bottom of the band. Discs entering through the gaps in the cage, or that fall through the top of a basket are considered a "lie" and have not holed out.
Straddle Putting is when you square up the basket, instead of putting one foot in front of the other they're both even with the basket.
Tip: Put your feet shoulder width apart and swing your arm in between your legs for this shot.
When you're outside the 33 feet you're allowed to Jump Putt. This means that you scrunch down or spring forwards to putt. You must maintain 1 point of contact behind your lie while you release your disc, but then you may fall forward. Just don't fall into the circle! That would be a falling putt.
If you fail to maintain or demonstrate control and move forward after your putt you have made a "falling putt". The penalty for such a putt is a one stroke penalty.
One of the most awful things in disc golf is when a disc is too perfect hitting the target. The pole may bounce out your disc, or chains may not catch it and your putt will drop to the ground. This is a spit out.
Sometimes a disc will turn sideways when it hits the chains. A disc may then go through the chains, over the rim of the cage, and fall out the other side onto the ground.
This term refers to a putting throw in which a player will hold the disc with their throwing hand. Put their thumb in the center of the disc and hold it on the back rim with their other 4 fingers. Cock their arm back behind their head and throw it at the basket, spinning their fingers on the back rim as if throwing a football. This putt looks exceptional when pulled off, often used when the normal putting stance is affected.
Tip: when attempting a Turbo Putt It may be helpful to load the disc with your other hand.
When you miss a putt and you're left with another putt it's called a Comeback putt or a Comebacker. Making these is crucial, because you will miss some putts.
The Tester is a putt that's just outside of your comfort zone. Pro players refer to any putt that's more than 25 feet away as a tester.
This is a controlled putt where players drop the outer wing of the disc. That way they know the disc will be forced to go that way. This is a good adaptation for windy days.
The Floater putt is when you throw a putter nose up. This can be done when there is a tailwind while putting. It ensures that the disc will be high enough to make it to the basket.
This is a putt with immense power. On windy days sometimes players will throw their disc with extra power on putts to make sure it gets in the basket. Players also jam their putts if they miss a short putt and they're angry. Sometimes a jam putt can lead to a spitout.
When your disc hits the top band it makes a sound like "Doink". No one wants to doink a putt.
The World Flying Disc Federation is an organization dedicated to promoting flying discs in disc golf, ultimate, and any and all flying disc sports.
The Professional Disc Golf Association provides rules that govern the sport. It also regulates tournaments and approves the gear that players can use.
This is also known as Ultimate Frisbee. Played with 2 teams, this game involves throwing and catching frisbees where players with the frisbee throw and aren't allowed to move. Other players run and try to catch the discs in the end zone for touchdowns.
150 Class discs are discs that are 150 grams or fewer. These lightweight discs behave differently (are more understable) and are the only discs allowed to be used in Japan.