FRISBEE.

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Presentation transcript:

FRISBEE

Highlight Videos! Best Ultimate Frisbee Highlights 4:47 Best Ultimate Frisbee Highlights from the 2014 MLU Season 5:35 UF Men's Ultimate Highlights 2014 8:55 Northwest Regional Mixed Ultimate Championships 3:57 commentary 2012 Monarch HS Girls Ultimate Frisbee Highlights 4:00

HISTORY A baker named William Russel Frisbie, of Warren, Connecticut, and later of Bridgeport, came up with a clever marketing idea back in the 1870s.  He put the family name in relief on the bottom of the light tin pans in which his company’s homemade pies were sold.  The pans were reusable, but every time a housewife started to bake a pie in one, she would see the name Frisbie and, it was hoped, think, "How much easier to buy one".  Eventually Mr. Frisbie’s pies were sold throughout much of Connecticut, including New Haven. There, sometime in the 1940s, Yale students began sailing the pie tins through the air and catching them.  A decade later, out in California, a flying-saucer enthusiast named Walter Frederick Morrison designed a saucer-like disk for playing catch.  It was produced by a company named Wham-O.  On a promotional tour of college campuses, the president of Wham-O encountered the pie-plate-tossing craze at Yale.  And so the flying saucer from California was renamed after the pie plate from Connecticut. Of course the name was changed from Frisbie to Frisbee to avoid any legal problems.

HISTORY OF FRISBEE Pie tins from William Russell Frisbie's Connecticut bakery entertain Yale undergrads after they've quelled their munchies. 1957  Wham-O produces the Pluto Platter, then renames it the Frisbee and goes on to sell more than 100 million of the flying discs. 1970  Joel Silver, 18, codifies the rules and forms the first team. 1972  Princeton and Rutgers play the first intercollegiate game in the same place as the first college football game, 103 years earlier. 1991  Kenny Dobyns makes "the Catch" at the world champion­ships. Suddenly, people realize that serious athletes play. 2007  There are four million U.S. players. UPA president Mike Payne thinks Ultimate can be "a peer with other second-tier sports." 2008  Ultimate is bigger than lacrosse and rugby. The college championships, in May, are broadcast by CBS Sports for the first time.

CATCHING Pancake: sandwich the frisbee between two hands Pacman: Use the thumb and fingers of one hand to squeeze the disc Trick catches can be done under the legs or by tipping with a finger and then catching

Throwing the Frisbee! Backhand - This is probably the most popular throw in ultimate frisbee. This is when you curl your arm around the disc and tuck it into your body then straightening your arm releasing the disc in the appropriate direction with a final flick of the wrist. The thrower should remember to step into the throw for maximum power upon release. Forehand or Two-finger flick, is one of the two most common ways to throw a Frisbee. To throw a forehand, you'll have to "flick" your wrist forward while keeping the Frisbee parallel to the ground as it moves toward your opponent. This throw, similar to the forehand in tennis, can be a bit tricky to master, but once you get the hang of it, you'll be able to throw a disc with superior distance and accuracy.

Thumber - The thumber gets it's name from the grip of this throw with the thumb holding the disc on the inside of the rim and the other four fingers on the top of the disc. The disc is release with an overhand or side arm making sure to flick the wrist through the finish. Overhand - The overhand is like a backwards backhand. The disc is held with four fingers on the top of the disc and your thumb underneath. The disc is then brought from behind your back around to the front with your nuckles facing up. You then flick your wrist rotating the disc counter clockwise and propelling it forward. This throw is often used for quick catch and releases such as in a "Greatest" situation. Blade - The Blade is a flat vertical throw used to get over a defender's head. The disc is held the same as in a forehand throw and projected up and forward holding the disc perpendicular to the ground.

Duck - This throw is similar to the "Overhand" throw in that you hold the disc with four fingers on top of the disc and your thumb wraps underneath, but the disc is rotated the opposite direction, however. The duck is thrown with the disc pointing towards the thrower and is then whipped with the wrist and forearm in the desired direcion of travel. Like the overhand this throw is usually only used in a quick and catch and release situation. Hammer - The hammer is gripped just like a the forehand but the disc is then brought over head and thrusted forward and somewhat upwards with a wrist flick. The motion is very similar to throwing a baseball. Scoober - A variant of the forehand throw, the scoober, is similar to the hammer and thrown from a backhand stance. The release of the scoober typically more flat than the release of a hammer but the flight path is very similar to the hammer. Used to throw over defenders, the scoober is usually a short 10 - 20 yard throw. While holding the disc with a forehand grip turn the disc over so it's belly side up, and bring the disc across your body. Lead the throw with your elbow and flick the disc forward. High Release - A variation of the backhand this throw releases the disc above the throwers shoulders to get around a defender.

THROWING VIDEOS Backhand is the Favorite! Flat verse angled backhand Upside down backhand Forehand! How To Throw A Backhand | Brodie Smith How To Throw A Forehand Hammer Gitis Thumber

Flying disc games Crosbee Disc dog Disc golf Dodge disc Double disc court Durango boot Death Disc Flutterguts Freestyle Freestyle competition Fricket (a.k.a. disc cricket, cups, Suzy sticks, crispy wickets) Friskee Goaltimate Guts Hot box Kan-jam Polish horseshoes Schtick Ultimate Ultimate Ascent

GUTS Video Guts is a disc game inspired by dodgeball, involving teams throwing a flying disc (rather than balls) at members of the opposing team. One to five team members stand in a line facing the opposing team across the court, with the two teams lined up parallel to each other. Which team begins play is determined "flipping the disc", an action similar to a coin toss, but using the disc itself. One member of the team is then selected to start play. That member then raises an arm to indicate readiness to throw, at which point the members of the opposing team freeze in position. The thrower then throws the disc as hard as possible at someone on the opposing team. If the thrower misses the "scoring area" (a demarcated area a bit larger than the space occupied by the opposing team), the receiving team scores a point. If a member of the receiving team catches the disc cleanly, neither team scores a point. If the throw is within the scoring area and the receiving team fails to catch, the throwing team gets a point. The receiving team then picks up the disc and becomes the throwing team. The receiving team must catch the disc cleanly in one hand, and may not move from position until after the disc leaves the hand of the thrower. The disc may not be trapped between the hand and any other part of the body, including the other hand. This frequently results in a challenging sequence of "tips" or "bobbles", which are rebounds of the disc off of receivers' hands or body to slow the disc down and keep it in play until it can be caught. This often involves multiple players on the receiving team. Play continues until at least 21 points have been scored by one of the teams and there is a difference in score of at least 2 points.

ULTIMATE FRISBEE The Field -- A rectangular shape with endzones, 25 yards deep. A regulation field is 70 yards by 40 yards. Initiate Play -- Each point begins with both teams lining up on the front of their respective endzone line. The defense throws ("pulls") the disc to the offense. A regulation game has seven players per team. Scoring -- Each time the offense completes a pass in the defense's endzone, the offense scores a point. Movement of the Disc -- The disc may be advanced in any direction by completing a pass to a teammate. Players may not run with the disc. The person with the disc ("thrower") has ten seconds to throw the disc. The defender guarding the thrower ("marker") counts out the stall count. Change of possession -- When a pass in not completed (e.g. out of bounds, drop, block, interception), the defense immediately takes possession of the disc and becomes the offense. Non-contact -- No physical contact is allowed between players. Picks and screens are also prohibited. Fouls -- When a player initiates contact on another player a foul occurs. When a foul disrupts possession, the play resumes as if the possession was retained. If the player committing the foul disagrees with the foul call, the play is redone. Self-Refereeing -- Players are responsible for their own foul and line calls. Players resolve their own disputes. Spirit of the Game -- Ultimate stresses sportsmanship and fair play. Competitive play is encouraged, but never at the expense of respect between players, adherence to the rules, and the basic joy of play.

TIPS FOR ULTIMATE PIVOT FAKE JUMP OUTRUN DISK