Monday, June 23, 2014

Throw Throw Throw

Courtesy of Claire C.

Warm Up at 15 yds

20 flat flicks
20 IO -focus on hitting your partner at the farthest point of their extended arm without them having to pivot. I.e the IO flick should hit them on their right side. 
20 OI -- same thing

Ditto backhands

If you want to work on varying release points, pivots, grips, focus on one thing at a time then move on or only do one per throwing session (muscle memory baby)

Special Teams: 

Throw each at 10 & 20 yards 

20 OI Scoobers-same flight pattern as the OI backhand but it's upside down. Throw above your chest like you're breaking a cup, mark.

20 IO Scoobers-released flatter, helix into receiver. Can also just be flat to the outside hand of receiver. 

20 High Release Flick- no pivot, hand is at or above head, arm barely moves. All wrist, should spin slower and take longer to get to receiver. Should have slight IO edge or flat. If you've got it down, throw to extended arm of partner (right arm) 

20 Blade flick--at ~25-40 yards (why?!) great throw to break a cup with cross field blade. Play with the degree at which the discs edge is up & the height of it's flight plane. Would stagger yourselves like a trapped handler & weak side popper/wing/whatever you call it. 

20 Cross Field Hammers--same idea as bladey flick. 

10 flick hucks
10 backhand hucks
(Flight pattern: release IO, should flatten at it's peak then OI as it hits receiver in stride)

300 Throws, 45 minutes (the more reps the better) 

Can alter based on what you want to work on but I'd suggest getting each throw in multiple times. If you aren't making progress at the throw you really want to master, subtract reps from your best throw & add them to your worst.  

Don't talk, wear cleats, visualize the situation in which you'd make each throw

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