Blake_T1
* Ace Member *
well, after having a couple of dozen lessons under my belt this year the incomplete secret technique is almost complete and no longer secret.
a few observations:
-i have not found a fool-proof way of teaching this, but at the same time i don't think i can make the majority of it any easier than i already have. this is partly because timing is difficult and i think largely because people are unwilling/unable to "let go" of their old throw when trying to do any of this. some players techniques are "close enough" to ideal where adding a few focal points can get them "there." for most, this is basically a rebuild from the ground up. the pace of the shoulders is really being the most difficult culprit to correct... while oddly enough, i developed this technique with helping bring the shoulder speed under control as one of its primary benefits.
-i've found 3 slightly methodologies/focuses that have helped turn on the light bulb for people. the downside is, in most cases, 1 works and the other 2 fail miserably. generally building them up "in sequence" through all 3 will yield the best outcome. i have only found 1 person who has been able to succeed in this manner.
-it has become insanely easy for me to see when someone throws with big snap or not. no one else seems to be able to see it though... and often the thrower isn't even aware of it.
-this is a culmination of pretty much everything i have worked on since 2002 and a lot of it is based upon conversations i've had with brad walker. much of what he has done has given me things to build on and i have found evolving some of his drills has really been the key to unlocking this.
-i still believe that players half-hit/full-hit/no-hit. this technique has been very successful in developing at least a half hit for most players and put them on track towards full hitting, even if it is sporadic. this is by far the easiest method i have found. it still takes a crapload of reps though, but even though i barely play/practice, the feel has come clear on relatively few reps over the past 2 years (few = ~1000) and i'm able to execute it on the first throw of the day.
-most body motions are over-rated. i've found a 20 degree body rotation with no reach back can still yield a 275'+ throw with a small arm twitch and using no leg power. increasing the body rotation on reach back to 90 degrees seems to add about 40' (~15%). adding 18"+ of reach back seems to add about 25' (~9%). adding a full run up adds about 40' (~15%). those three things together are noticeable but if you work from a 275' baseline with a midrange disc, a full body rotation, full reach back, and utilizing the legs are responsible for roughly 27.6% of the throw. read as: about 10" of motion mainly focusing on the wrist, hand, and fingers is roughly 72.4% of the throw.
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.
overall conclusion
generating snap is pretty much a trick caused by entering certain portions of the throw with ideal angles and directions. it doesn't require an athletic motion, although being athletic helps. 95% of the throw involves a relaxed and flowing motion. 5% requires explosion if you wish to actively unload the wrist.
not everyone will throw 450' using this technique... but i have found almost everyone is able to throw just as far as they did before but with a lot less effort. e.g. throwing 300' at 25% power.
i'm still not sure on how to write this up but i know it will probably have to be done in stages, explaining how to achieve each key position in the throw. if people want to buy some dgr rocs so i can finish paying off my car repair without having to do 5 lessons a week i may have the energy to start writing it up soon
a few observations:
-i have not found a fool-proof way of teaching this, but at the same time i don't think i can make the majority of it any easier than i already have. this is partly because timing is difficult and i think largely because people are unwilling/unable to "let go" of their old throw when trying to do any of this. some players techniques are "close enough" to ideal where adding a few focal points can get them "there." for most, this is basically a rebuild from the ground up. the pace of the shoulders is really being the most difficult culprit to correct... while oddly enough, i developed this technique with helping bring the shoulder speed under control as one of its primary benefits.
-i've found 3 slightly methodologies/focuses that have helped turn on the light bulb for people. the downside is, in most cases, 1 works and the other 2 fail miserably. generally building them up "in sequence" through all 3 will yield the best outcome. i have only found 1 person who has been able to succeed in this manner.
-it has become insanely easy for me to see when someone throws with big snap or not. no one else seems to be able to see it though... and often the thrower isn't even aware of it.
-this is a culmination of pretty much everything i have worked on since 2002 and a lot of it is based upon conversations i've had with brad walker. much of what he has done has given me things to build on and i have found evolving some of his drills has really been the key to unlocking this.
-i still believe that players half-hit/full-hit/no-hit. this technique has been very successful in developing at least a half hit for most players and put them on track towards full hitting, even if it is sporadic. this is by far the easiest method i have found. it still takes a crapload of reps though, but even though i barely play/practice, the feel has come clear on relatively few reps over the past 2 years (few = ~1000) and i'm able to execute it on the first throw of the day.
-most body motions are over-rated. i've found a 20 degree body rotation with no reach back can still yield a 275'+ throw with a small arm twitch and using no leg power. increasing the body rotation on reach back to 90 degrees seems to add about 40' (~15%). adding 18"+ of reach back seems to add about 25' (~9%). adding a full run up adds about 40' (~15%). those three things together are noticeable but if you work from a 275' baseline with a midrange disc, a full body rotation, full reach back, and utilizing the legs are responsible for roughly 27.6% of the throw. read as: about 10" of motion mainly focusing on the wrist, hand, and fingers is roughly 72.4% of the throw.
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.
overall conclusion
generating snap is pretty much a trick caused by entering certain portions of the throw with ideal angles and directions. it doesn't require an athletic motion, although being athletic helps. 95% of the throw involves a relaxed and flowing motion. 5% requires explosion if you wish to actively unload the wrist.
not everyone will throw 450' using this technique... but i have found almost everyone is able to throw just as far as they did before but with a lot less effort. e.g. throwing 300' at 25% power.
i'm still not sure on how to write this up but i know it will probably have to be done in stages, explaining how to achieve each key position in the throw. if people want to buy some dgr rocs so i can finish paying off my car repair without having to do 5 lessons a week i may have the energy to start writing it up soon