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x-out said:another clue that might help you.
rollers and anhyzers seem to up the snap efficiency, but flat or hyzers seem to lack the same torque.
Blake_T said:Nice. If gunning for 550' does that mean you are breaking 500'?
don't we allx-out said:550 is just a number, what i'm really looking for is a near perfect hit and the ability to reach 450ft holes with hyzers.
Blake_T said:X-out, have you tried fiddling with dan's rail i posted in the myth of disc pivot thread? That is an easy way to build more angular velocity on the outer edge of the disc.
Blake_T said: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.
gretagun said:I don't think "snap" is defined by simply imparting spin on a disc. You can put a spin on a disc without snapping it at all. Discs can certainly launch at higher speeds than the arm, and this is the point of achieving snap. The force from snap comes from the loading and unloading of the tendons in your wrist. Think about throwing up shots with a putter or mid. Your arm doesn't have to move fast at all, but as long as there is a proper building of tension in the wrist, the disc "ejects" out of your hand at a higher speed than your arm is moving, resulting in a nice line drive shot.