JTYP (The Frisbee Equivalent of Snowboarding a half pipe).
In the half-pipe in skateboarding or snowboarding, the participants take turns 'dropping in', pushing themselves to try new things and improve on old ones while the others watch on. One upsmanship is the name of the game. Correct?
In the Frisbee version, instead on relying on gravity to propel people down the chute and to slow them down coming up it, the players must accomplish this acceleration/deceleration using their legs. The [3] passive participants [posts] play the role as "the pipe" while a 4th person does his/her run by traversing the three person line back and forth.
When one person's run is over, the next person takes his turn.
Simple description. Three players stand 20 yards apart in a straight line while a fourth player traverses the the line back and forth executing give and go moves.
The object is to be the person with the widest assortment and the most radical moves, with the most style, with the best balance, with the most endurance and with the most explosive first step(s).
A player's "run" is over if he commits a traveling violation (even an inch; not that I'm anal about adherence to the rules, I'm just pedantic about players being balanced), throws an incompletion, lays out or there is a violation of one of the other guidelines below.The main requirement of the posts is that they throw back to the runner in the easiest, most effortless way for him/her to receive it.
The runner is doing all the work here so it's important to cooperate by not making them work any harder than they need to. If there is any hot-dogging going on its going to be done by the runner, not the posts.
In order to ensure a consistent and reliable "pipe" (at least for people inexperienced with the activity), there are certain parameters that must be adhered to, that, when violated, also cause the end of a person's run.
These guidelines are
- Thumbs up. Always catch and throw the disc with your thumbs up (on top of a right-side up disc). Don't ask why. Just do it and make sure the person you are throwing to can do it as well.--either thrower or catcher--violation=end of run
- Boom boxes are mandatory; tasty music is a requirement (violation of either means an automatic end of session)
- TWO steps maximum to establish a pivot foot (a third may be used if no more than 50% of your balance transfers to that foot in order to stop) violation=end of run
- At either end of the half pipe, you are allowed only one foot down on the ground at the moment you are throwing the disc (all your balance and power should be on this foot) violation=end of run
- The posts must throw either a runner-side backhand (right-hand on right side and left-hand on left side) or an opposite hand push pass (left hand on right side or right hand on left side). violation=end of run
- The posts must NOT turn 360 degrees to throw back to the runner. Even if the runners throw takes you to the opposite side of the runner, fight your momentum and pivot all the way back so that if he's cutting on your right side, your body is spinning clockwise and if he's on your left side, your body is spinning counterclockwise [from the top down]) violation=end of run
When you are done with your run and want to quit, you must do two things. First, commit yourself into doing one more catch and throw and then, as soon as you throw the disc, clench your fists and place your forearms in an X across you chest as a signal that it's the person's in front of you run now. (this type of signaling is useful in Ultimate where you want to run some sort of "play action" pass by faking a give and go move).
The player who is 'next' should give a fake to the previous-runner as he is passing by and then begin his run.
Variation
The one main and intersting variation here is for the posts to also signal with the close fists and X formation with your forearms to signal to the thrower/runner that they are 'not open'. In other words, when you're executing these types of moves on the ultimate field, you can't assume that you'll always be able to get the throw off; it's good practice therefore to be able to stop, get balanced and explode in an opposite direction to take advantage of the defense's over-aggressiveness.
Suggestions
- Line up the 'posts*' about 10 yards apart each in a 20 yard line (the distance can vary)
- Decelerate into catches so that you can establish balance as quickly as possible
- Start running, keeping your pivot foot down, and then throw (instead of throwing and then starting to run).
- When you catch and go in the center of the line (the middle 'post'), try to stop, plant, throw and go without ever coming to a complete stop by jumping and crouching upon landing to lower your center of gravity.
- When you get to one end of the line, sell the fake, quickly turn 180°, get balanced (preferably on one foot), visually acquire target, square hips towards target, throw and explode.
- The velocity of the throws is critical. There is an art to throwing the disc to match the speed of your move. If the disc is flying too slow, you'll run past it, if you throw to fast, the disc gets to the post to early. Time the flight so you're arriving shortly after the disc does.
- For sidearm give and goes (even lefty), a good trick is to do a backhand fake, then a backpivot (a backpivot is defined as pivoting with your back towards the target instead a front pivot where you never lose sight of the target) and as you're pivoting around, lock the big toe of your non-throwing pivot foot around the Achilles tendon of your pivot foot and then throw. (I can show you in person). It forces you to be balanced otherwise you fall on your ass.
- Practice opposite pivot feet. Trying planting your right foot if your a right handed thrower and see how that affects you explosiveness on a give and go move.(think about it, any sixth grade basketball player can pivot on either foot).
*the posts are the players not running
Find 14 people who would be willing to master this and after they have, only then put them on an Ultimate field together. They will destroy all comers.
I doubt that this description does JTYP full justice. It's really best described in person by yours truly to be sure that the full benefit of it is realized. All I can say is make this as tight as you possibly can. Show your stuff. Backhand, flick, push pass, killer crossover, sideways (face 90 degrees one way or the other and execute a sideways give and go), drop step swmmer, etc..



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