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air
bounce: a backhand or forehand throw that is
aimed slightly downward, but is buoyed by a cushion of
air.
backhand:
a standard throw; right-handed player places thumb on
top of disc, curls fingers underneath, extends arm to
left side of body.
bid:
an impressive (but failing) diving attempt to catch the
frisbee. Often used in a positive way, ex. "Nice
bid"
blade:
a forehand throw that goes high in the air and curves
left; an extreme version of the reverse curve.
chilly:
slow it down, be patient, wait a moment for the game to
get reorganized again.
clog:
to prevent good cuts by standing in the way of your
teammates.
corkscrew
(see "hammer") like a hammer throw but the
frisbee is held in a backhand grip rather than a
forehand grip, so the frisbee flattens out and curves
the opposite way from the hammer.
cut: a run by a
receiver to shake his defender.
D:
defense
deep:
a receiver who cuts for hucks.
disk
in signals that the disk is in play.
force
guarding on only on one side of the thrower to make them
throw to the other side. The direction you want them to
throw is the direction of the force.
Types
of Force:
Force
In: force to the middle of the field Force
Out: force to the outside of the field Force Sidelines:
force to the near sidelines Force
Home/Away: force to the home or away side
Force Forehand:
force the thrower to use a forehand throw Force Backhand:
force the thrower to use a backhand throw
forehand:
a difficult but useful throw; thrower leads with middle
finger along rim, with index finger supporting disc;
looks similar to a sidearm pitch in baseball; also
called a flick.
hack:
a foul.
hammer:
an overhead throw with a forehand grip in which the
frisbee is relesed at an angle so that it flattens out
and flies upside down.
handler:
one of a team's primary throwers.
high
release: a backhand throw held and released
over the thrower's head; very difficult to block.
huck:
a long throw; equivalent to a bomb in football.
inside
out: as a backhand, a throw to the right that
curves left; as a forehand, a throw to the left that
curves right.
layout
dive!!! "If you didn't catch it, you
should have laid out"
mid:
a receiver who cuts for shorter passes than a deep.
O
offense
pick
an intentional or unintentional block (like basketball)
where a player gets between you and the player you are
covering
pull
like a kickoff in football, the throw that begins the
possesion.
reverse
curve: as a backhand, a throw to the left
that curves right; as a forehand, a throw to the right
that curves left.
run
through what you shout to tell another player
to run past the disc without picking it up
scoober:
a fast, difficult-to-intercept throw; similar to a
hammer, a scoober is held overhead, but with a backhand
grip.
sky
jumping to catch the disc
stack
offensive strategy in which all the players line up down
the middle of the field and alternately make cuts to the
side.
stall
count The defensive player counts up to 10
while defending the offensive player. The offensive
player must throw the disc before the 't' of ten
otherwise it's a turnover.
swill: a bad
throw.
up!
what you shout to alert players that the disk is in the
air
Borrowed from:
http://www.ultimatehandbook.com/Webpages/Others/glossary.html
UltimateHandbook Glossary
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