Ultimate Frisbee Frisbee: Glossary

Glossary

A Glossary of Ultimate Jargon

(descriptions presuppose a right-handed thrower)

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 plyer 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