Inward pull- this is the traditional "pull line" that is so often emphasized in classic disc throwing treaching. This pull line takes place at the very beginning of the throw. The inward pull is up to the point of the midline of the thrower. The inward pull happens *behind* the thrower.
Parallel pull line- this refers to the fact that the disc thrower is not pulling the disc down the inward pull line through the CG of the disc. In fact, the disc is held on the rim of the disc and the CG of the disc is through the center of the disc. This means the disc is actually being pulled from a point away from the weight of the disc. This will set up the tremendous moment and torque that will be imparted later.
Loft line-this is the part of the disc path that happens in front of the midline of the body. In other words, the part of the throw that happens between the throwers chest center and the target. The loft line is the preparation for the travel through the apex. In other words, the thrower is lofting the disc into the apex to set up the travel around the nose.
Apex- this is the point where the parallel pull line and the true linear CG path of the disc cross. It is typically at a point about about a foot closer to the target than the lead mid line of the thrower's body and slightly to the left of the mid line of the body (for a right handed thrower). This is also the point where the arm can no longer travel forward and must instead start arc rearward.
Throwing around the nose- this is the action that must occur to set up the conditions for a powerful snap. Throwing around the nose refers to the path that hand must take get in front of the disc CG to use the disc radius "R" to propel the disc forward. The need for throwing around the nose results from the fact that the disc is actually being used like a weight on the end of a stick (say, like a claw hammer). Throwing around the nose creates the conditions for a pure throw with no wobble, a powerful disc pivot and disc ejection (as opposed to a slip), and the much sought after wrist "bounce". Think of a top with the string wrapped around it. With the string, a little forward momentum, and a quck snap away from the top, tremendous energy can be imparted. The weight and momentum of the disc creates a powerful bowing in the wrist no matter how much the thrower resists.
Outward pull- this is the most critical and strongest pull in the throw. It occurs from the point where the hand is roughly 11 oclock to 3oclock on the disc clock and the disc is roughly passing through the apex to the disc ejection. In this outward pull, the arm and hand is nearly *retracting* away from the target after throwing 12 oclock on the disc clock. The arm is retracting due to the fact that the length of the arm has been fully played out that shoulders continue to rotate.
"R"-the distance from the rim to the center of the disc.
Disc pivot- this is the result of the hand, arm, and elbow arcing around the nose of the disc and the hand and disc reaching the apex. At the point where the hand passes, the 12 oclock position at the nose of the disc, the hand actually begins to retract in an arc around to 3 oclock due to the fact the length of the arm has completely extended and the shoulder continues to close.
Snap- the violent tendon bounce as the bowed wrist (caused solely by the weight of the disc, the path of the hand, and arm reaching apex) that occurs just immediately before the disc is ejected from the hand. The greater the thrower resists the bending of the wrist and better attains the correct positions, the bigger the snap.
Smash- the geometric "jump" of the disc forward of the hand that can be attained by using "R" and the arcing of the hand around the nose of the disc and then retracting the arc around to 3 oclock. The better the angle of the arc is is retained around the disc, the stronger the grip, and the later the disc is released the larger the jump forward.
The disc clock-
CG- the center of the disc
9 oclock- this is the position of the hand during the inward pull
12 oclock- this is the point that points directly at the target. That hand reaches this position immediately before the apex
3 clock- the absolute last possible moment the hand could contact the disc after the snap and disc ejection.
Pure torque- this is the condition that results from the hand perfectly tracking around the nose of the disc, within the plane of the disc creating a torque using the lever arm "R". Think of a top with the string wrapped around it preparing for a spin. If the string is perfectly wrapped before the throw, and the throw of the top in plane with the wrap of the string, it does not matter how hard the top is thrown, it will not wobble.
Of axis torque- this is the condition that results from the hand not perfectly tracking around the nose within the plane of the disc into the extremely powerful snap. Think of the top if you wrapped the string askew at some odd angle. The harder the string is pulled the more wobble will be induced.
Disc spin- spin on the disc is a by product of the fact that the thrower's hand is on the rim of the disc and is arching around the CG. The CG is at the center of the disc separated by "R". Spin is by product of throwing around the nose of the disc through the apex.
"The reasonable man adapts himself to his environment. The unreasonable man adapts his environment to himself, therefore all progress is made by unreasonable men."
-George Bernard Shaw