Disc golf has a language all its own, filled with unique terms and slang that make up our subculture. If you’re new to the sport and have ever overheard serious disc golfers at a league, tournament, or even just out on the course, you’ve probably caught yourself thinking, “What the heck are they even talking about?”
As always, Discount Disc Golf is here to help! Here’s your complete beginner’s guide to disc golf terminology, so you can sound like a pro—even if your throws still say otherwise.
Disc Golf Terminology – A to Z
Click on a letter to jump to that section:
F | G | H | I | J |
K | L | M | N | O |
P | Q | R | S | T |
U | V | W | X | Y |
Z
A
Ace
A hole-in-one—when a player throws their disc from the tee pad directly into the basket in a single throw. This is one of the most exciting moments in disc golf, often leading to loud cheers, celebratory jumps, and sometimes even a required snack or beverage purchase for the group. Many disc golfers document their aces by signing the disc or the basket (which is way disrespectufl and uncool, do not do this!).
Scoring an ace feels like winning the lottery, except instead of money, you get bragging rights and in some cases during leagues and tournaments you actually do get money — if you paid into the Ace Pot, which you probably didn’t the only time you happened to actually get a tournament Ace .
Ace Pot
A cumulative cash pool collected from players in a league, tournament, or casual round, awarded to the first player to hit an ace (hole-in-one) during the event. Ace pots typically grow over multiple rounds or weeks until someone hits an ace and claims the prize.
Some leagues and tournaments require players to buy into the ace pot before the round, meaning only those who contributed are eligible to win. If no ace is hit, the pot rolls over to the next event, creating potentially massive payouts.
An ace pot is like a jackpot—everyone wants it, but only one lucky throw can cash it in.
Albatross
Scoring three strokes under par on a hole. This means making a 2 on a par 5 or an ace on a par 4. Albatrosses are far rarer than aces and are one of the rarest feats in disc golf. They often require a combination of an insane drive, a miracle approach, a lot luck, or disc golf holes made by parks and rec interns that have very understanding of what disc golf par should be.
If you ever throw an albatross, stop playing immediately and buy a lottery ticket.
Air Bounce
A throwing technique where the disc is released at a slightly upward angle, catching wind underneath it, which lifts it mid-flight. This can be an intentional skillful maneuver, but more often than not, it’s an accident caused by poor form or unpredictable wind conditions.
The disc golf version of getting an unplanned lift, except instead of an upgrade to first class, it just sends your disc into a tree.
Angle Control
The ability to control the release angle of a disc—whether flat, hyzer, or anhyzer—affecting the flight path and landing position. Proper angle control is one of the most crucial skills in disc golf, allowing players to shape shots and navigate obstacles.
Mastering angle control is like mastering cooking—you either get a perfect meal, or you set off the smoke alarm (or, in this case, throw into the lake).
Anhyzer (Anny)
A throwing angle where the outside edge of the disc is tilted upward (for a right-handed backhand, this makes the disc turn right). Anhyzer shots are often used for big turning shots, rollers, or shaping a line around obstacles. The opposite of a hyzer.
Think of it as a rebellious teenager—the disc doesn’t go where it’s supposed to, it goes where it wants.
Approach
A short- to mid-range throw designed to land close to the basket, setting up an easy putt. Approach shots prioritize accuracy over power and are critical for scoring well in disc golf.
An approach shot is like setting up a joke—if you deliver it right, the punchline (your putt) will land perfectly. If not, it’s just awkward silence… and a three-putt.
Approach Disc
A disc used for short throws designed to land near the basket. These are often putters since they offer better accuracy and controlled landings compared to drivers. Some discs are even labeled “Approach“ on them, meaning they’re specifically designed for short throws with less ground play.
An approach disc is like a GPS—you don’t need it to go far, you just need it to get you exactly where you need to be.
Away Player
The player whose disc is farthest from the basket and must throw next. This rule keeps the game fair and ensures players take turns based on their position, rather than just throwing whenever they want.
If you’re always the away player, either you need a new strategy, or you’re just really generous with letting others putt first.
B
Backhand
A throwing technique where the player grips the disc and swings it across their body before releasing it with the back of the hand facing the target. This is the most common throwing style in disc golf, known for producing long and controlled flights. Backhand throws generate high spin and stability, making them a go-to choice for many players.
The disc golf equivalent of a classic high-five—except if you mess it up, it ends up 100 feet to the left in the woods.
Bag
A disc golf bag is used to carry multiple discs, accessories, and sometimes snacks while playing. Bags range from small shoulder bags that hold 3-5 discs to backpacks that carry over 25 discs. No matter how many discs they own, they always need more space for “just one more.”
Your bag will never be big enough, and your significant other will never understand why you need 15 versions of the same disc.
Bag Tag
A numbered tag or badge given to members of a disc golf club or league. Players compete in rounds to swap and win lower-numbered tags, proving they’re the best player in the group.
Bragging rights are included with a low-numbered tag, but so is the pressure to not lose it in the next round. The best strategy to keep a low tag is to play well during the first league round of the year and then never show up again.
Basket
The metal target with hanging chains used in disc golf. The chains are designed to catch the disc and drop it into the metal tray below, completing the hole. Permanent baskets are anchored into the ground, while portable baskets are collapsible for easy transport.
It’s the disc’s home base—where it belongs, unless the chains decide otherwise and spit it out just to mock you.
Bead
A small ridge or bump on the bottom of a disc’s rim, most commonly found on putters and midranges. Beaded discs tend to be more overstable and offer a different grip feel, especially for players who like extra finger traction.
Beads are like pineapple on pizza—some people swear by them, while others can’t stand them.
Beaded vs. Beadless Putters
A beaded putter has a small ridge on the bottom of the rim, making it more stable and longer-lasting. A beadless putter lacks this ridge and typically has a smoother release. Players choose between the two based on grip preference and desired stability.
Some players love the bead for extra control, while others think it feels like a speed bump on their throw.
Birdie
Scoring one stroke under par on a hole. For example, making a 2 on a par 3. Birdies are celebrated as good scores, especially on difficult holes, and are a sign of solid play.
Not to be confused with an actual bird, though both are worth chirping about.
Black Ace
A rare event where a player accidentally throws their tee shot into the wrong basket in one throw. While technically still a hole-in-one, it doesn’t count for the hole being played, and makes for an awkward lie on your second throw.
The only ace where nobody cheers, and your friends laugh at you for the rest of the round.
Blow-By
A missed putt that flies past the basket, often farther than where the putter started. This usually results in a tough comeback putt, of which you will likely miss, making it one of the most frustrating mistakes in disc golf.
Nothing says “confidence killer” like a putt that was supposed to land softly but instead decides to take a road trip.
Bogey
Scoring one stroke over par on a hole. For example, making a 4 on a par 3. While a bogey isn’t ideal, it’s not as bad as a double bogey or worse.
It’s a friendly reminder from the disc golf gods that no matter how good you think you are, you’re still human.
Bounce Out
When a disc hits the chains or the pole at the center of the basket but doesn’t stay in, bouncing back onto the ground instead.
The disc golf version of slamming the door in your own face just as you were about to walk in.
Bullseye
The 10-foot radius circle around the basket, often used in statistics to track how close approach shots land. A bullseye hit means you landed within easy tap-in range.
Land in the bullseye, and you can start mentally celebrating—just don’t miss the putt and ruin the moment.
Bullet Putt
A putt thrown hard and fast, usually with a lot of spin, as opposed to a floating or lofted putt. Bullet putts cut through the wind well but can bounce out if they hit the basket too hard.
Great for headwinds, terrible for chains that weren’t expecting the impact of a meteor, and the worst call if you’re going to airball.
Burn Over (see: Turnover or Overthrow)
When a disc is thrown too hard or at too much of an anhyzer angle, causing it to turn over and never fade back. This often happens with understable discs thrown at high speeds.
Burning over a disc is like overcooking your dinner—once it happens, there’s no saving it.
Buzzz (Disc)
One of the most famous midrange discs in disc golf, made by Discraft. The Buzzz is known for its straight flight, reliability, and versatility. It’s widely used by beginners and pros alike.
If you don’t have a Buzzz in your bag, are you even playing disc golf?
C
Ceiling
The maximum height clearance available for a shot, usually due to tree branches or overhanging obstacles. A low ceiling limits the types of throws available, forcing players to throw lower, flatter shots.
Ceilings don’t just exist in buildings—sometimes, they exist to keep your disc from ever seeing the sky again. If you struggle throwing nose up, you don’t like low ceilings.
Chain-Out
When a disc hits the chains of the basket but doesn’t stay in, bouncing out instead. One of the most frustrating moments in disc golf.
Nothing like the sound of chains followed by the sight of your disc rolling 20 feet away.
Chain-Link Love
When a disc barely catches the edge of the chains but still sticks in the basket. Sometimes referred to as “chained in” or “lucky grab.”
Not all love is strong, but this kind of love still counts on the scorecard.
Chains
The hanging metal links attached to the basket that are designed to catch and slow down the disc, helping it drop into the cage. There are typically two rows of chains (inner and outer) on professional baskets to maximize catching ability.
The most satisfying sound in disc golf is the “ching!” of a well-thrown putt rattling the chains.
Chalk Bag (Grip Sack)
A small bag filled with chalk, rosin, or clay used to keep a player’s hands dry and improve grip. Essential for playing in humid or sweaty conditions.
If you see a player aggressively clapping their chalk bag before a putt, they mean business—or they’re just nervous, or they want to be like Gannon Buhr.
Chastity Belt
The top metal band on a disc golf basket, often branded with the course or manufacturer’s logo. A putt that hits the chastity belt bounces off instead of dropping into the chains, resulting in a missed putt and a lot of frustration.
The only thing standing between your putt and glory—literally. Also, the most judgmental part of the basket, reminding you that your aim wasn’t quite as good as you thought.
Ching
(1) The sound a disc makes when hitting the chains of the basket.
(2) A slang term for making a putt successfully.
(3) A brand of disc golf discs with unique thumb grooves that was quite popular in the early 2000’s, but disappeared in the last decade, and recently made a return.
“Ching!” is the disc golfer’s version of a victory bell.
Choke
A term used when a player fails to execute a simple shot under pressure—usually in a clutch moment. This often results in a missed putt, disastrous approach, or fairly simple drive that goes straight into a tree.
If you hear “don’t choke” before a putt, your odds of making it just dropped by 50%.
Circle 1
The 10-meter (33 feet) radius around the basket, where putting rules apply. Inside Circle 1, players must maintain balance and cannot step past their lie until their putt has come to rest.
Inside Circle 1, the basket looks big—until you start thinking about missing, then you wish you had a tap in.
Circle 2
The 10-20 meter (33-66 feet) zone around the basket. Putts from this distance are considered long-range putts, and players are allowed to step forward after releasing their putt.
Circle 2 is where confidence and wishful thinking collide. Putts for pros, but most of us are lucky to just hit metal from this range.
Clank
The unfortunate sound of a putt hitting the metal cage or the top band of the basket instead of going in. Often results in groans from the thrower and laughter from their cardmates.
“Clank” is disc golf’s version of “Nope, not today.”
Collapse
When a player starts off strong but finishes poorly, usually in the final holes of a tournament or league round.
We’ve all had rounds where the first nine holes were a dream, and the back nine were a horror movie.
Comeback Putt
A putt taken after missing the first attempt, often from a frustratingly long distance. The longer the comeback putt, the worse the first putt probably was.
A 5-foot putt can turn into a 25-foot comeback faster than you can say “why did I run that?”
Congo Line
A situation where multiple players’ discs land in nearly the same spot, causing them to throw in quick succession from the same area.
When three discs land next to each other, it’s either precision… or just dumb luck.
C-Tier
A local-level tournament sanctioned by the PDGA. C-Tiers are usually small, single-day events with a more relaxed atmosphere, making them great for new tournament players.
C-Tiers: Where you meet great people, play great golf, and score much worse than any other time you’ve ever played that course.
Cut Roller
A shot that flips too much on its edge and never corrects, causing it to cut hard and roll off to the side, usually going somewhere you don’t want it to go.
Cut rollers are proof that just because a shot is rolling doesn’t mean it’s rolling the right way.
Cut Through
When a disc goes through the chains of a basket without stopping inside, resulting in a miss. This usually happens when the disc spins too fast or catches a weak part of the chain link system.
Some say it’s unlucky. Others say the basket just rejected your offering. Others say you should just putt softer.
D
Dagger Putt
A high-arcing putt with a steep downward trajectory, designed to drop straight into the basket. This putting style is often used when trying to avoid skipping or rolling past the target. Also the name of a putter by Latitude 64.
When executed correctly, it looks like a pro move. When executed poorly, it looks like you just threw a wounded duck at the basket.
Death Putt
A putt where what is beyond the basket is quite precarious. Missing the basket could result in a disastrous roll-away, OB, or a long comeback putt. Death putts are common when putting on sloped greens, near water hazards, or with strong tailwinds.
It’s called a “death putt” because if you miss, your score dies a slow and painful death.
Death Roll
When a missed putt or approach shot lands on edge and rolls away much farther than expected, often turning a birdie opportunity into a bogey (or worse).
Nothing says “I’m never throwing that putter again” like a death roll.
Deep Circle 2
A putt attempted from the outer edges of Circle 2 (50-66 feet away). These long-range putts require great accuracy, power, and a little bit of luck.
Also known as “wishful thinking range.”
Disc Golf Disc
The flying object used in disc golf, specifically designed for controlled flights with different stabilities, speeds, and glide ratings. Unlike traditional Frisbees, disc golf discs have thinner profiles and sharper rims, and thicker more dense plastics, allowing for greater distance and precision.
Not a Frisbee—unless you want serious disc golfers to roll their eyes at you. Don’t try and catch most of these.
Disc Down
When a player chooses a lower-speed disc (like a midrange instead of a driver) for better control and accuracy.
Disc down when your rational self says “throw the driver” but you’re ego says “I’ll look way more manly by throwing my putter of the tree.”
Disc Entrapment Device
A formal term for the basket, as defined by the PDGA. This term is rarely used in conversation, unless you want to sound ridiculously official.
“Disc entrapment device” is just a fancy way of saying “the thing I constantly airball from 20 feet away when the pressure is on.”
Disc Golf
A sport where players throw discs from a tee pad toward a basket, completing each hole in the fewest throws possible. Courses can be found in parks, forests, and open fields, with layouts that challenge a variety of shot types.
The only sport where trees are both your biggest enemy and your best friend.
Disc Golf Pro Tour (DGPT)
The premier professional disc golf tour, featuring the world’s best players competing at top-tier events throughout the season. The DGPT provides the platform and organization for touring professional disc golfers.
The league where the best disc golfers make shots that make our chins drop.
Disc Golf Strong
A fitness program specifically designed to help disc golfers improve strength, mobility, and injury prevention. Developed by Seth Munsey, this program focuses on exercises that enhance disc golf performance.
Because throwing 400 feet is easier when your back doesn’t feel like it’s made of glass.
Discount Disc Golf
The only true disc golf outlet store and most affordable online disc golf store ever. Brand of the top WhatNot disc golf auction with dollar starts. Best prices, best deals, and remember — Cheap Discs fly farther. It’s Science.
Distance Driver
A high-speed disc (typically Speed 9-14) designed for maximum distance off the tee. Distance drivers have sharp rims and require high arm speed to fly correctly.
Great for throwing far, terrible if you don’t have the arm speed—because then it just hyzers out into oblivion.
Domey Disc
A disc with a raised, dome-like top, which often increases glide and makes the disc stay in the air longer. Domey discs are popular for max distance shots but may feel different in the hand compared to flat-top discs.
More dome usually means more glide—unless it’s so domey it feels like you’re throwing a dinner plate. Gross!
Double Bogey
Scoring two strokes over par on a hole. While not ideal, a double bogey is still recoverable over the course of a round.
When you convince yourself “it’s fine, I’ll make up for it on the next hole” and then immediately bogey again.
Double Mandos
A hole with two mandatory obstacles (like trees or poles) that a player must throw between before continuing down the fairway. Missing a double mando usually results in a penalty stroke and a re-throw or drop zone placement.
Twice the mando, twice the stress.
Downhill Putt
A putt where the basket is below the player’s lie, requiring a touchy release to avoid overshooting. Downhill putts are tricky because gravity makes the disc carry longer than expected.
It’s like putting with the fast-forward button on—just tap it in, or watch your disc roll 50 feet past.
Drop-In
A putt so short that missing is nearly impossible. Drop-ins usually happen after a well-thrown approach or a lucky roll that leaves the disc within tap-in range.
If you miss a drop-in, you have to retire from disc golf for at least five minutes.
Drop Zone
A designated area where a player must throw from after missing a mandatory or landing in a penalty area. Drop zones are used in tournaments and designed courses to maintain fair play.
The place where the course designer forces you to think about your mistakes.
DROT (Disc Resting On Top)
A term for when a disc lands and stays on top of the basket, rather than falling into the chains. According to the PDGA rules, DROT does not count as completing the hole—the disc must come to rest inside the basket or chains.
So close, yet so painfully far away. And that’s harder to do than actually getting the disc inside the tray!
Drive
The first throw off the tee pad, typically meant to cover the most distance possible. Drives are usually thrown with distance or fairway drivers and can shape the entire hole’s outcome.
Your drive sets the tone for the hole—unless you shank it, then your approach shot does.
Driver
A disc designed for longer distances and higher speeds, typically classified as either distance drivers (Speed 9-14) or fairway drivers (Speed 6-9). Drivers have sharper rims and thinner profiles, making them less forgiving but more capable of long flights.
Throwing a driver when you don’t have the arm speed is like driving a race car with no gas—you’re not going anywhere fast.
Drop-Off
A steep decline immediately behind the basket, making missed putts extra risky because they can roll or skip way past the target.
Where putts go to die.
Doubles (Dubs)
A format where two players team up and play as a single unit, using the best shot between them on each throw. Doubles can be best shot, worst shot, or alternate shot, depending on the format.
Dubs is where you either carry your teammate or get carried—there is no in-between.
Dye Job (Dyeing a Disc)
The process of custom-dyeing a disc with unique colors and designs. Many players dye discs to personalize their gear, add extra style, or make them easier to find on the course.
Dyeing your disc is a great way to make it look amazing—right before you lose it in the rough.
E
Eagle
Scoring two strokes under par on a hole. This means making a 2 on a par 4 or a 3 on a par 5. Eagles are a big deal in disc golf and often require either a huge drive and a great putt or a perfect second shot. The Eagle is also the name of the first Innova bevel edged disc golf disc.
Scoring an eagle feels amazing—until you realize you still have 12 more holes to go and can’t celebrate just yet.
Early Release
When a player accidentally lets go of the disc too soon, resulting in a weak or inaccurate shot. Early releases often cause shanks or throws that go out of bounds or putts that don’t ever reach the basket.
It’s like sending a text before you’ve finished typing—confusing, embarrassing, and definitely not what you meant to do.
Edge of Circle (EOC)
The outer boundary of Circle 1, exactly 10 meters (33 feet) from the basket. If your disc lands just outside this line, you can legally jump putt.
Being just outside the circle means you get to step through on your putt—whether that helps or not is another story.
Elevated Basket
A basket positioned higher than normal, often mounted on a platform, hill, or artificial structure. Elevated baskets make putting more difficult, as misses tend to result in longer comeback putts. Elevated baskets are often used to make simple holes a little more difficult.
It’s like putting on a mini golf hole that was designed just to mess with you.
Escape Shot
A throw made from a bad or obstructed lie, typically in the woods, where the goal is simply to get back into the fairway. Escape shots often require creative angles, forehands, or rollers to navigate out of trouble.
If you’re throwing an escape shot, chances are your last throw didn’t go as planned.
E.T. (Extra Turnover)
Slang for a throw that turns way more than expected, often resulting in a turned-over shot that never fades back.
It’s called “Extra Turnover” because, just like the movie E.T., your disc is going home—to the OB zone.
Event Rating
The numeric rating of a PDGA-sanctioned tournament, calculated based on course layout, weather conditions, but mostly your comparison to how other rated players perform. A good pro rating is 1000, a new player will be happy if their event rating can be in the 800’s.
Think of event ratings like Yelp reviews, but for your tournament performance—some are a five-star experience, and others are so bad they should just be thrown out.
Even (Even Par)
Finishing a round with a score that exactly matches par. Shooting even means you played a consistent round, making as many birdies as bogeys. Or you’r just steady and avoid all bogeys and birides.
Finishing “even” is like leaving a restaurant without tipping extra—nobody’s mad, but nobody’s impressed either.
Extras (Extra Throws)
Unofficial extra throws taken during a casual round, often for fun or practice. In tournaments, “extras” refer to playoff holes used to break ties.
Extras are fun until someone tries to count them on the scorecard—then it’s called cheating.
F
Fade
The natural tendency of a disc to hook left at the end of its flight (for right-hand backhand throws). Fade is determined by the stability of the disc, with more overstable discs fading harder at the end.
Fade is like your GPS telling you to turn left—except sometimes, it takes you into the trees or water hazard instead of the fairway.
Fairway
The main playing area between the tee pad and the basket, often lined with trees, rough, or other hazards. The ideal place to land your drive.
Fairways are where you want to be—unfortunately, the trees usually have other plans.
Fairway Driver
A disc designed for controlled distance throws, typically with a speed rating between 6 and 9. Fairway drivers offer a balance between distance and accuracy, making them a go-to for many players on shorter drives or technical courses. Fairway drivers typically have less fade or overall side to side movement as distance drivers.
Great for when you want to throw far, but not too far into the precarious hazard.
Falling Putt
A putt where the player’s momentum causes them to step forward past their lie before the disc comes to rest. If this happens inside Circle 1 (10 meters/33 feet), it’s considered a foot fault, resulting in a penalty stroke.
Falling putts are legal in casual rounds, but in tournaments, they’ll cost you both a stroke and your dignity.
Fan Grip
A grip style where the fingers are spread out along the bottom of the disc instead of curled around the rim. This grip provides more control but less power, making it great for approach shots and putts.
If power grips are for distance, fan grips are for finesse—because sometimes, you need touch, not torque.
Field Work
Practicing disc golf throws in an open field, focusing on repetitions, form, distance, and shot shaping rather than just playing a course. Field work is valuable for improving consistency.
Field work is where you practice the shots you should’ve thrown during your last round.
Flex Shot
A shot thrown with an anhyzer release using an overstable disc, causing it to turn before fading back. Flex shots are useful for maximizing distance or shaping shots around obstacles.
The disc golf version of a boomerang—if you throw it right, it comes back; if you throw it wrong, it’s really bad.
Flippy
A term used to describe understable discs that turn easily when thrown at high speed. Flippy discs are great for beginners, tailwind drives, rollers, or turnover shots, but they can also be unreliable and unpredictable.
A flippy disc in the wrong wind conditions is like a bad shopping cart—always veering off course when you need it to go straight.
Flight Numbers
A four-number rating system found on most discs that describes:
- Speed (1-14) – How fast the disc needs to be thrown.
- Glide (1-7) – How well the disc stays in the air.
- Turn (+1 to -5) – How much the disc curves to the right (RHBH).
- Fade (0-5) – How much the disc hooks left at the end.
Think of flight numbers as a dating profile for discs—sometimes, what’s written doesn’t quite match reality.
Flip
A term describing when a disc turns hard at the high speed portion of its flight, typically when an understable disc is thrown with enough power. A well-executed hyzer flip can turn into a straight-flying distance shot.
Flipping a disc is great—unless you flip it too much, then it becomes an accidental roller.
Follow-Through
The final motion of a throw after the disc is released, helping to control accuracy and prevent injury. A good follow-through involves rotating the body fully and allowing the arm to extend naturally.
Skipping your follow-through is like stopping a sneeze halfway—awkward and uncomfortable.
Foot Fault
A rule violation where a player’s foot is not properly behind their lie when throwing. A called foot fault results in a penalty stroke according to PDGA rules.
The only time your friends will suddenly become expert referees is when they think you foot-faulted.
Forehand (Flick, Sidearm)
A throwing technique where the disc is released with the palm facing up and a flick of the wrist. Forehand shots are commonly used for flex shots, skip shots, and shaping lines that curve right (RHBH players). Some discs work better than others for forehand throws.
Forehand is great—until you realize you’ve been throwing it wrong and your wrist hurts for a week.
Four-Handed
Slang for when a player throws way too many forehands in a round, often leading to wrist fatigue.
If you’re “four-handed,” you probably need to practice your backhand.
Frisbee
A general term for a flying disc, although serious disc golfers prefer “disc” when referring to disc golf discs. Calling a disc golf disc a “Frisbee” might earn you some funny looks from seasoned players. Frisbee is a toy trademarked by the Wham-O corporation.
It’s not technically wrong, but calling it a Frisbee among serious disc golfers is like calling a baseball glove a mitten.
Frolf (Frisbee Golf)
A slang term combining “Frisbee” and “golf”, sometimes used by casual players to describe disc golf. The term is generally avoided by serious disc golfers but still pops up in mainstream media. If you use the term frolf, you can still have fun, and there are discs designed just for you!
If someone calls it “frolf,” there’s a good chance they just played for the first time today. And an even better chance, they will receive a verbal rebuke tomorrow.
Frog Hair
A term borrowed from ball golf, referring to the short grass just outside the putting green. In disc golf, it may describe the edge of the putting circle where a disc is close but not quite in ideal putting range.
Frog hair: close enough to make the putt, far enough to still stress about it.
Full Flight
A disc’s complete flight path to provide maximum distance. From initial release to final fade. A full flight maximizes glide, turn, and fade for the best possible distance.
When your disc gets its full flight, it’s beautiful.
Funky Wind
A term for unexpected or unpredictable wind patterns that affect disc flight in ways players didn’t anticipate.
Nothing like throwing a perfect shot, only to have the funky wind send it into the parking lot.
G
G-Star Plastic
A soft, grippy, and flexible plastic blend used by Innova. G-Star discs tend to have more glide and slightly more turn than their Star or Champion plastic counterparts, making them ideal for cold weather and players who prefer a softer feel.
Great for grip, great for glide—just don’t leave it in a hot car unless you want a new paperweight.
Gimme
A putt so short that it’s almost impossible to miss, often inside 5 feet. In casual rounds, players sometimes give “gimmes” to speed up play by counting the putt as made without actually throwing it.
A gimme is a guaranteed make—unless you decide to actually throw it and somehow miss. That’s a Gimme!
Glide
One of the four flight numbers on a disc (rated 1-7), describing how long the disc stays in the air. Higher glide means longer flights with less effort, while lower glide offers more control and predictable landings.
More glide = more distance… unless the wind has other ideas.
Glow Disc
A disc made from glow-in-the-dark plastic, designed for playing disc golf at night. Glow rounds are popular for casual fun, glow leagues, and post-sunset competition. Some players just like the way that glow plastic feels, even if they never play after dark.
Great for nighttime rounds—just make sure you actually charge them with a black-light before throwing. Not all glow discs are created equally.
Go For It
A phrase used when deciding between a safe lay-up or an aggressive run at the basket. “Going for it” usually means taking a risk for a possible reward, like running a long putt that if missed might result in additional strokes instead of settling for an easy tap-in.
Nothing feels better than successfully running it. Nothing feels worse than missing it and rolling OB.
Good Miss
A throw that wasn’t perfect but still ended up in a good position, often thanks to a lucky bounce a tree kick, or a death putt that stays right by the basket.
Sometimes skill, sometimes luck—either way, take it and pretend you meant to do it.
Goosed (Overthrown Shot)
When a disc is thrown with way too much power, causing it to fly past the intended target. Overthrowing a putt, an approach, or a drive can turn a great position into a scramble situation.
If you goose a putt, enjoy your new 40-foot comeback attempt.
Grip
The way a player holds the disc before throwing. Different grips include the power grip (for distance), fan grip (for control), and modified grips (for specific shots).
Bad grip = bad throw. Simple math.
Grip It and Rip It
A phrase meaning “throw as hard as you can without really thinking about it”, usually when driving off the tee or attempting a full-power shot. While this advice can lead to massive distance, it can also lead to grip lock, shanks, poor decisions, and lost discs.
Grip it and rip it—just don’t grip it and shank it.
Grip Lock
A mistake where a player holds onto the disc too long, causing it to release late and veer way off course. Grip lock is common with overpowering throws, sweaty hands, or nervous tournament jitters.
Grip lock: when your disc decides to take a completely different route than what you planned.
Ground Play
How a disc reacts after it lands on the ground. Depending on the disc, angle, and terrain, ground play can result in skips, slides, or rolls. When you want to minimize ground play, choose super soft discs.
The ground is like a bonus obstacle—sometimes it helps, sometimes it ruins your day.
Grenade
An advanced throwing technique where the disc is released upside down, causing it to quickly drop straight down after rising. Grenades are useful for getting over obstacles like trees or tall bushes.
When you have no other options, just throw a grenade and hope for the best. Good luck figuring out that upside down grip…
Green
The area immediately surrounding the basket, typically within Circle 1 (10 meters/33 feet) named after the ball golf “green” although in disc golf, these are rarely actually any greener than any other part of the disc golf course.. A well-played approach shot should land in the green for an easy putt.
Welcome to the green—where you will add more strokes to your scorecard than anywhere else on the course.
Gust Lock
A term for when a sudden wind gust completely changes the flight of a disc, often sending it off course or pushing a putt away from the basket.
The wind will be relatively calm, right until you step up to the tee.
Gyro Effect (Gyroscopic Stability – MVP Discs)
A term used by MVP Disc Sports to describe the increased angular momentum of their overmolded discs. This design claims to create a more stable, straighter flight with better glide because the rim density is heavier than the flight plate.
MVP says it’s science. Other brands say it’s marketing. Either way, their discs look really cool.
H
Halo Disc
A special disc manufacturing process that creates plastic variaton with a two-tone color scheme, typically with a bright center and a darker rim. Halo discs, often produced by Innova, tend to be slightly more overstable than their regular counterparts.
They fly great, but let’s be honest—you’re mostly buying them because they look amazing. But is it really worth the increased cost?
Hand Eye Coordination
The ability to control and aim a disc using precise hand and eye movements. Good hand-eye coordination is crucial for accurate putting, release timing, and shot shaping.
If you lack hand-eye coordination, expect more tree hits and fewer birdies.
Hard Pan
A type of ground surface that is dry, compacted, and hard, often causing discs to skip or slide further than expected. Hard pan is commonly found on desert courses and well-worn fairways.
If you don’t account for hard pan, your disc might keep skipping to the next tee. Or in that water hazard.
Headwind
A wind blowing directly toward you as you throw, making discs behave more understable and reducing overall distance. Headwinds exaggerate turn as if you are throwing much faster than you really are, often causing discs to turn over much more easily than expected. When throwing in headwinds, overstable discs are highly recommended.
Throwing into a headwind is like running up an escalator that’s going down.
Heiser Flip (Misspelled “Hyzer Flip”)
A common misspelling of hyzer flip, a shot where an understable disc is thrown on a hyzer angle but flips up from a hyzer angle release to flat.
Heiser Flip? Sounds like a new sandwich at the local deli. Mmmm…
Helix Shot
Another name for a flex shot, where a disc is thrown on an anhyzer angle with an overstable disc, causing it to turn and then fade back. Lightning Discs used to have discs designed for Helix shots.
A helix shot is what happens when your disc wants to take the scenic route before reaching its destination.
Hero Shot
A high-risk, high-reward throw that attempts to make an aggressive play rather than a safe one. Hero shots often involve big anhyzers, rollers, or tricky escape shots.
When it works, you look like a genius. When it doesn’t, you’re explaining to your friends why you shouda, coulda, would’ve done something differently, over, and over, and over.
Hidden OB (Hidden Out of Bounds)
An out-of-bounds area that isn’t clearly visible from the tee or fairway, often leading to surprise penalty strokes.
Nothing like parking a shot, only to walk up and realize your disc is in a sneaky OB zone. Yippee!
High-Speed Turn
The initial part of a disc’s flight where it turns to the right (RHBH) before fading back left. High-speed turn is influenced by the disc’s stability, release angle, and power level.
More turn means more distance—until it doesn’t and turns over too much.
Hole
A single section of a disc golf course, consisting of a tee pad, fairway, and basket. Courses typically have 9, 18, or 27 holes, but some can have even more or totally random numbers of “holes.” This term is taken from ball golf, as disc golf doesn’t actually use holes.
Every hole has a story—usually about how you almost aced it, but didn’t.
Holing Out
The act of completing a hole by landing your disc in the basket.
Once you hole out, you can breathe again… until the next tee shot.
Hook Thumb (Thumber)
A grip used for thumber throws, where the thumb is placed inside the rim and the disc is thrown overhead.
Great for getting out of trouble—terrible if you like your shoulder and dislike surgery.
Horse Shoe Putt
A putting style where the player bends their wrist inward to create a lob-style putt, often used for short-range, finesse putting.
Looks weird. Works sometimes. Confuses everyone.
Hot Round
The best score recorded in a competitive round, typically by the player with the lowest stroke total for that round.
Shoot a hot round, and suddenly everyone wants to know what discs you throw.
Hyzer
A throwing angle where the outer edge of the disc is tilted downward, causing it to fade in its natural direction (left for RHBH).
The easiest throw to learn—until you accidentally throw every shot on hyzer.
Hyzer Bomb
A high, exaggerated hyzer shot designed to spike into the ground quickly. Often used to go over trees or obstacles.
Great for clearing obstacles, bad if you don’t want to explain to your cardmates why your disc is 100 feet left of the basket.
Hyzer Flip
A shot where an understable disc is released on a hyzer angle but flips up to flat (or even turns slightly right for RHBH). Hyzer flips maximize glide and straight flight paths, making them ideal for tunnel shots and long turnovers.
The most satisfying shot in disc golf—when you actually get it right.
Hyzer Line
A throw that stays on a hyzer angle throughout its flight instead of flipping or flexing.
The disc golf equivalent of sticking to the plan.
Hyzer Putt
A putt that is released on a slight hyzer angle, usually to help it drop into the chains with more consistency.
Some putts like to fly straight—hyzer putts like to take the scenic route.
Hyzer Skip
A low hyzer shot that hits the ground at an angle and skips forward or sideways toward the target.
Great for getting extra distance—unless you misjudge it and end up OB.
I
Ice Bowl
A charity disc golf tournament played during the winter, typically in freezing temperatures, snow, or harsh weather conditions. Ice Bowls are held to raise money for food banks and local charities, and players pride themselves on braving the elements.
No wimps, no whiners—just frozen fingers and an excuse to play disc golf when you otherwise likely wouldn’t.
Inbounds (IB)
Any area of the course where a disc can legally land without penalty. Unlike out of bounds (OB), inbounds areas allow players to throw from where their disc lies with no added strokes.
Inbounds is where you want to be—too bad your disc doesn’t always listen.
Infinite Discs
The largest online disc golf retailers, known for carrying a massive selection of discs, with pictures of every disc, hundreds of unique stamp designs, accessories, and their own Infinite Discs brand.
If you’ve ever bought “just one more disc” online, there’s a good chance it was from Infinite Discs.
Inside the Circle
Refers to being within 10 meters (33 feet) of the basket—also known as Circle 1. When inside the circle, jump putts and step-through putts are illegal, meaning players must demonstrate balance after releasing their putt.
Inside the circle, every putt feels way longer than it actually is.
Innova Discs
One of the largest and oldest disc golf manufacturers, known for producing some of the most iconic discs in the sport, including the Destroyer, Teebird, Roc, and Aviar.
If you’ve ever thrown a disc golf disc, chances are it was an Innova.
Iron Leaf
A mythical, invisible leaf that somehow stops your disc dead in its tracks, even when you swear there was nothing there.
The only thing stronger than an iron leaf is your disbelief when it happens to you.
Island Hole
A hole where the basket is surrounded by a designated “island” landing area, often outlined with OB lines or rope. If a player misses the island, they usually have to rethrow from the tee or a drop zone.
Island holes: Where dreams of birdies turn into penalty strokes faster than you can say “re-tee.” In disc golf they are usually imaginary, and not actually surrounded by water.
J
Jam Put
A putt thrown hard and fast, with the goal of hitting the chains with authority rather than floating it in. Jam putts are often used in headwinds or when confidence is high.
It’s all fun and games until your “jam putt” bounces off the basket and rolls 40 feet away.
JomezPro
A leading disc golf media company, known for high-quality tournament coverage, professional commentary, and slow-motion replays. JomezPro has helped grow the sport by making top-level disc golf accessible to fans worldwide.
If you don’t yell “BIGGER THAN YOU THINK!” during a Jomez putt, did you even watch it?
Jump Putt
A putting technique where a player pushes off the ground and jumps forward during their putt to generate extra power. Jump putts are only legal outside of Circle 1 (10 meters/33 feet), and the player must release the disc before their feet touch the ground past their lie.
Jump putts: When you want to show off your hops—but mostly just want to avoid a three-putt.
Juiced
A term used when a player throws a disc with too much power, often resulting in overshooting the target or turning a disc over too much.
When you’re feeling pumped up and juiced, your disc is probably feeling nervous.
Junk Putt
A lucky, often unintentional putt that somehow finds its way into the basket despite poor form or a bad release. Junk putts can involve chain-outs that still drop in, bank shots, or lucky tree deflections.
Junk putts may not be pretty— but they count just the same.
Juvenile Tree
A small or young tree that shouldn’t be a big obstacle but somehow manages to ruin your shot anyway.
That tiny sapling wasn’t even there last round, but it’s impossible to miss.
K
Kick (Tree Kick, Lucky Kick, Unlucky Kick)
When a disc bounces off a tree, rock, or other obstacle, sending it in a new (often unintended) direction. A lucky kick sends the disc toward the basket or into the fairway, while an unlucky kick sends it deep into the rough.
Tree kicks: Sometimes your best friend, sometimes your worst enemy—never predictable.
Kick In (Basket Kick-In)
A putt or throw that hits the rim or cage but still somehow bounces into the basket.
Basically, the disc golf gods gave you a saved you a stroke—don’t waste it.
Kick Out (Spit Out, Chain-Out)
When a putt hits the chains or basket but fails to stay in, bouncing or rolling away instead.
When you hear chains and start celebrating—then watch in horror as your disc rolls 30 feet away.
Knife Shot
A high, overhand throw where the disc is released at an extreme vertical angle, typically a thumber or tomahawk. Knife shots are useful for getting over obstacles or forcing a quick, steep drop.
Great for tricky situations, terrible if you forget how gravity works, or the disc decides to roll away.
Knee Putt (Kneeling Putt)
A putt made from a kneeling stance, often used when a player is stuck behind a low obstacle like branches or bushes.
Knee putts are proof that sometimes disc golf requires more yoga than golf.
Knife Hyzer
A super steep hyzer throw that drops quickly and limits forward ground play. Often used in tight wooded shots where a normal hyzer would skip too far.
When you need your disc to stop rather than go, it’s time for a knife hyzer.
Knock-Down Putt
A putt with low speed and little spin, designed to drop into the basket rather than zip through the chains.
Think of it as a putt that politely asks to go in, rather than forcing its way through.
Koling Line
A wide, swooping anhyzer shot named after pro player Jeremy “Big Jerm” Koling, known for throwing exaggerated anhyzer flex shots with overstable discs.
If you’re throwing a Koling Line, you better commit—half-sending it will just leave you in the woods.
Kicking the Bucket
Slang for when a player accidentally hits the base of the basket with their throw or putt instead of the chains.
Hitting the basket’s base is like sending an email without an attachment—you were close, but not close enough.
L
Lace
A term used to describe a perfectly thrown shot that follows the intended flight path with precision. Typically used for long, straight drives down tight fairways. Also the name of a high speed distance driver that used to be made by Vibram.
If you lace a shot, act like it was on purpose—even if you have no idea how you did it.
Lame Duck Putt
A putt that lacks spin, speed, or power, causing it to wobble and fall short. Often the result of tentative or nervous putting.
Lame duck putts look like they need a pep talk just to make it to the basket.
Landing Zone (LZ)
A designated target area where players aim to land their disc on longer holes, especially par 4s and par 5s. Good landing zones set up manageable approach shots.
Finding the landing zone is like finding a VIP seat for your next throw—miss it, and you’re stuck in the nosebleeds.
Lay-Up
A safe, controlled shot designed to land close to the basket rather than aggressively attacking the chains. Lay-ups are common when a putt is risky, with OB or a steep drop-off behind the basket.
Lay-ups win tournaments—unless, of course, you just suck and lay-up it because you know you can’t make any putts.
Lazer Beam (Laser Beam)
A throw that flies dead straight with minimal fade, often used to describe perfectly executed fairway shots or long putts.
If your disc flies like a laser beam, congratulations—you’ve just unlocked disc golf cheat codes.
Leap Frog (Scoring Term)
When a player passes multiple competitors on the leaderboard in a single round due to a great performance.
Nothing feels better than leapfrogging —unless you were the one getting leapfrogged.
Leg Putt
A putting style where a player uses a wide stance and bends their knees deeply to generate power and accuracy.
Looks a little awkward, but hey, whatever gets the disc in the basket.
LHBH (Left-Hand Backhand)
A backhand throw made by a left-handed player, which mirrors the flight path of a right-hand forehand (RHFH) throw.
LHBH throwers are the reason every course needs both lefty and righty-friendly holes.
LHFH (Left-Hand Forehand)
A forehand throw made by a left-handed player, which mirrors the flight path of a right-hand backhand (RHBH) throw.
Lefties who throw forehands? Isn’t that double cheating?
Line
The intended flight path of a disc on a given shot. A “good line” is one that follows the designed fairway, while a “bad line” is one that leads to trees, OB, or regret.
If you hear “that’s a good line!” after your throw, you’re probably safe… probably.
Lineman
A term for trees that seem strategically placed to knock down your disc, often found in tight wooded courses.
If you play disc golf in the woods, you’ll get well acquainted with the linemen.
Live Scoring
A feature in tournaments where players enter scores in real-time via an app like PDGA Live or UDisc, allowing spectators to track the action.
Great for keeping track of scores—terrible if you’re having a bad round and don’t want everyone to see it.
Local Route
A non-traditional, often risky shot path that only “local players” know about. Not the obvious route. Usually involves throwing over trees, through tiny gaps, or taking advantage of hidden shortcuts.
Local routes: high risk, high reward, and a guaranteed way to impress (or disappoint) your cardmates.
Loft Putt
A putt thrown with extra height and a slow, floating motion, designed to drop softly into the basket rather than hit the chains hard. Loft putts are common in tailwinds or when putting uphill. Loft putts are good for staying near the basket so you don’t end up three putting.
Loft putts: graceful, beautiful, and often fall short.
Long Putt
A putt attempted from outside Circle 1 (beyond 10 meters/33 feet). Long putts require more power, spin, and are less likely to go in.
Long putts look amazing when they go in—less amazing when they turn into a long comeback putt.
Lumberjack
A player who hits tree after tree during a round, especially on wooded courses.
If you hear “Timber!” after your throw, you might be a lumberjack. Paul Bunyon would be proud.
Lunar Skip
A dramatic high-flying skip shot, often caused by a disc hitting a hard surface at the right angle, launching it back into the air.
Sometimes it helps, sometimes it sends your disc on an unplanned space mission.
M
Mando (Mandatory)
A course rule that requires players to throw their disc around a specific obstacle (like a tree or a pole) in a designated direction. Missing a mando typically results in a penalty stroke and a re-throw or drop zone placement. Mandos are often used to seperate fairways and for the safety of property, other players and specatators.
Mando rules: because course designers love making sure you can’t just throw the easy route.
Marker (Mini Disc)
A small disc used to mark a player’s lie. Official PDGA rules require players to use a marker disc when picking up their thrown disc before making their next shot. Mini markers are made from all kinds of materials including plastic, wood, metal, and glass.
Mini markers: small enough to carry, but so easy to lose.
Match Play
A scoring format where players compete hole-by-hole, rather than adding up total strokes. The player who wins the most holes wins the match, regardless of total score.
Great for intense head-to-head battles, terrible if you can’t throw far enough to ever get a birdie.
Max Weight
The heaviest legal weight for a disc under PDGA rules, typically 175 grams for most drivers and putters and slightly heavier for wide diameter midranges. Heavier discs offer more stability and wind resistance, while lighter discs generally fly farther with less effort.
Max weight: for when you want to look tougher for your friends.
Meathook
A super overstable disc that immediately fades hard instead of gliding straight. Meathooks are used for reliable fade shots, skips, and battling strong winds.
Throw a meathook and don’t even bother watching the flight—it’s turning left immediately.
Metal Hit
When a throw hits any part of the basket or chains but doesn’t go in, often in ace runs or long putts. Some tournaments offer prizes for metal hits.
Metal hits: exciting for a split second, then just a reminder of what could have been.
Midrange (Mid)
A disc designed for controlled, medium-distance throws, usually with a speed rating of 4-6. Midranges are perfect for approach shots, accurate fairway drives, and controlled turnovers.
The Swiss Army knife of discs—if you don’t bag at least one midrange, are you even playing disc golf?
Mini Marker (Mini Disc)
A small disc used to mark a lie in tournaments. While not necessary in casual rounds, PDGA rules require players to use a mini marker when picking up their thrown disc before their next shot.
Mini markers: They’re cute, they’re useful, and they always seem to disappear in your bag when you need them.
Missed Mando
When a player fails to throw their disc through a mandatory obstacle, resulting in a penalty stroke and a required re-throw or drop zone attempt.
Missed mandos: The disc golf version of running a red light—you know the rule, but sometimes you just blow right past it.
Mobile OB (Moving Out of Bounds)
A term for when a disc lands inbounds but then rolls or skips into an OB area, resulting in a penalty.
Nothing like landing perfectly in the fairway, only to watch your disc slowly roll away to its doom.
Money Putt
A clutch putt that saves par, wins a match, or secures a birdie in a crucial moment. Often used to describe big-time putts in tournament play.
If you call “money” before putting, you better make it—or your friends will never let you forget it.
MTA (Maximum Time Aloft)
A specialty throw where the goal is to keep the disc in the air as long as possible before catching it. MTA is more common in freestyle and ultimate frisbee, but some disc golfers experiment with it.
MTA: Great for trick shots, not so great for scoring well on the course.
Mulligan
An unofficial do-over throw in casual rounds, allowing players to retake a shot without penalty. Mulligans are not legal in tournament play unless part of a charity fundraiser format in which case they add an additional fun element of strategy to the game.
Take a mulligan, but don’t expect your cardmates to pretend they didn’t see the first throw.
Mushy Chains
A term used to describe old, worn-out, or weak basket chains that don’t catch discs well, often resulting in spit-outs.
If the chains are mushy, putt softly—unless you enjoy disappointment.
Must-Get (Must-Make Hole)
A hole that is so easy or scoreable that missing a birdie feels like losing a stroke to the field.
If you par a must-get hole, expect at least one sarcastic “Nice par” from your cardmates.
N
Nail the Gap
Successfully throwing a disc through a tight gap between trees or obstacles, often on heavily wooded courses.
When you nail the gap, act like you meant to do it. When you don’t, blame the trees. It’s never your fault.
Nasty Kick
When a disc hits a tree, rock, or other obstacle and takes a horrible bounce or deflection, often making the next shot significantly harder.
If disc golf had referees, nasty kicks would be reviewed for unnecessary roughness.
NATF (Not A True Flight)
A term used to describe a disc that deviates from its expected flight path, usually due to a bad throw, wind interference, or an unlucky tree hit.
“That wasn’t NATF-approved” is just a fancy way of saying “Yeah, I shanked that.”
NBDG (Natural Born Disc Golfer)
Slang for a player who seems to have natural talent for the sport, even if they haven’t played long. Also the name of a European disc golf brand.
Some people are natural born disc golfers. The rest of us are just trying to avoid triple bogeys.
Neg (Negative Score)
Slang for being under par in a round, typically written as “neg-3” for a score of -3.
Neg-3 sounds good until you realize the leader is neg-10.
Nerf Putt
A putt thrown with too little speed or power, often resulting in it falling short or wobbling weakly toward the basket.
Looks like a putt, flies like a foam dart.
Noodle Arm
A term for players with weak arm speed who struggle to throw drivers at full potential. Noodle arms often struggle with high-speed discs that require more power to fly properly.
If your max drive is 200 feet, you might have a noodle arm and might want to consider throwing noodle arm discs.
Nose Angle
The tilt of the front edge (nose) of the disc upon release, which affects flight.
- Nose up: Slows the disc down and makes it fade earlier.
- Nose down: Creates more speed and distance potential.
Good nose angle = smooth flight. Bad nose angle = bad throw.
Nose Up Stall
When a disc is released with the front edge tilted too high, causing it to lose forward momentum and drop early.
Nose-up stalls are great for altitude, terrible for distance.
Nutted
Slang for throwing a perfect shot that follows the intended flight path exactly as planned.
If you hear “You nutted that shot,” take it as a high-level compliment.
O
OB (Out of Bounds)
An area where a disc is not allowed to land, resulting in a penalty stroke and a throw from either the last in-bounds location or a designated drop zone. OB areas are usually marked by painted lines, roads, water hazards, or fences.
Throwing OB is like getting a parking ticket—you didn’t mean to, but now you have to pay for it.
OB Stroke
The penalty stroke given when a player’s disc lands out of bounds. Most OB penalties are one stroke, but some tournament formats use stroke-and-distance rules, requiring a re-throw from the previous lie which is basically like a doulbe penalty.
OB strokes: because the course designer doesn’t want you taking shortcuts.
Obstacle
Anything on the course that blocks, deflects, or interferes with a shot, such as trees, bushes, fences, and sometimes even other players.
Disc golf wouldn’t be fun if there weren’t obstacles. But let’s be honest—sometimes, there are too many obstacles.
Off the Top (Cage Hit, Band Hit)
When a putt hits the top of the basket and bounces instead of staying in.
Off the top = the disc golf version of a basketball shot that clanks off the rim.
Offset Basket
A basket that is slightly off-center from the fairway or tucked to one side, requiring players to shape their shots rather than throwing straight at it.
Because nothing should ever be easy in disc golf.
Oggy (Overstable Glide)
A nickname for an overstable disc that still has good glide, allowing it to stay in the air longer before fading hard.
An oggy disc gives you both distance and reliability—until you forget to adjust for the fade and end up 50 feet left of the basket.
Ohn Scoggins Special
A precise and deadly forehand approach shot, named after professional disc golfer Ohn Scoggins, known for her incredible short-game accuracy.
If you’re throwing an “Ohn Scoggins Special,” you’re probably about to park your upshot—or at least hope to.
One-Disc Challenge
A fun format where players compete using only one disc for the entire round. Usually, players choose a midrange or putter for versatility.
One-disc challenges: where you learn how much you really love (or hate) your favorite disc.
One-Step Drive
A controlled, low-effort drive that uses a single step instead of a full run-up. Often used for shorter tee shots or precision fairway drives.
One-step drives: because sometimes, less movement = better accuracy.
OOP (Out of Production)
A disc that is no longer being manufactured, making it harder to find and often more expensive on the resale market. Some OOP discs become collector’s items.
If your favorite disc goes OOP, prepare to pay double for it on eBay.
Overhand Throw
A throw where the disc is released vertically or at an extreme angle, usually as a thumber or tomahawk. Overhand throws are great for getting over obstacles or forcing a quick landing.
Overhand throws: when you want your disc to go up, then down, with minimal interference from logic.
Overstable
A disc that has a strong tendency to fade hard at the end of its flight, resisting turn. Overstable discs are ideal for headwinds, spike hyzers, and controlled fades.
Overstable discs never want to turn right—kind of like my stubborn uncle at Thanksgiving.
Overthrow
Throwing a disc with too much power, causing it to overshoot the intended target or turn over uncontrollably.
Overthrowing a putter on an approach shot is a great way to turn a birdie into a bogey.
P
Par
The expected number of strokes an experienced player should take to complete a hole. Courses typically have a mix of par 3, par 4, and par 5 holes.
Par is the course designer’s way of saying, “You should be able to get this in X throws”—but that’s easier said than done.
Parked
When a disc lands right next to the basket, leaving an easy tap-in putt.
If you’re parked, you get to walk up to the basket like a champion. If you miss from there, you might as well quit for the day.
Patent Pending Stance
A throwing stance where one foot is placed behind the disc while the other is planted to the side, often used for tricky forehand or backhand shots from behind obstacles.
The only thing harder than throwing from a patent pending stance is explaining to a beginner why it’s called that.
PDGA (Professional Disc Golf Association)
The governing body of disc golf, responsible for sanctioning tournaments, maintaining rules, and tracking player ratings.
The PDGA makes the rules—whether we agree with them or not.
PDGA Rating
A number assigned to players by the PDGA, based on their performance in sanctioned events. Higher ratings indicate better skill levels.
A high PDGA rating is great for bragging rights, but it also means you have to explain your bad rounds a lot more.
Penalty Stroke
An extra stroke added to a player’s score due to a rule violation, such as missing a mando, throwing OB, or committing a foot fault.
Penalty strokes are like taxes—unavoidable and always disappointing.
Perfect Round
A flawless round where a player shoots the best possible score on every hole. Only a handful of players have recorded perfect rounds in professional play.
A perfect round is every disc golfer’s dream. A perfect front nine? More realistic.
Phantom Putt
A putt that looks like it’s going in but somehow bounces out, spits through, or hits the cage at the last second.
Phantom putts are proof that baskets sometimes have a sense of humor.
Pickle (Scramble Situation)
Being stuck in a bad spot with no easy shot to the basket, usually after an unfortunate tree hit or bad drive.
If you find yourself in a pickle, time to get creative—or just pray for a lucky escape.
Pin
Another term for the basket. Players often refer to “getting to the pin” when throwing approach shots.
If you hit the pin and it bounces out, does it still count as a good shot?
Pin High
When a disc lands at the same distance as the basket but is off to the side. Being pin high is usually a good sign of proper disc selection and power control.
Pin high but 40 feet left? Congratulations, you’re putting from Circle 2.
Plinko
When a disc bounces off multiple trees or obstacles, often in a completely unpredictable pattern.
Plinko is fun on game shows. On the disc golf course? Not so much.
Power Grip
A grip where all four fingers are tucked tightly under the rim, maximizing distance and speed for drives and longer throws.
Power grip = more distance, more accuracy, and possibly more blisters.
Power Hyzer
A high-speed hyzer throw designed to cut through wind or fade sharply at the end. Power hyzers are useful for controlled distance and reliable finishes.
The power hyzer is the best way to show off your arm… and sometimes to lose your disc in the rough.
Pro Line (Pro-Level Disc)
A term used to describe discs designed for advanced players, typically with higher speed ratings and stability.
If you throw pro-level discs but don’t have pro-level power, enjoy watching them hyzer out early.
Push Putt
A putting style where the player pushes the disc forward with minimal spin, using more arm motion than wrist flick. Push putts tend to float straight with little fade.
Push putts are great for accuracy—but if the wind picks up, good luck.
Putter
A disc designed for short, controlled throws and putting. Putters have deep rims and low speeds, making them the most accurate discs in a player’s bag.
Putters: great for making putts, even better for reminding you that putting is hard. Rember, it’s not you it’s the disc. If you continue to miss your putts, it’s time to buy a new putter.
Putt and Approach Disc
The category of thin rimed discs used for both putting and short-range throws. Some putt and approach discs are primarily used for putting, others for approach shots.
The disc golf equivalent of a multi-tool—great for anything under 250 feet.
Q
Quadruple Bogey
Scoring four strokes over par on a hole. A rough score that usually means a combination of OB penalties, tree hits, and missed putts.
If you card a quadruple bogey, just remember—there’s always the next hole (or the next sport).
Quick Release
The ability to release the disc quickly with minimal delay, often used for fast forehands, touchy approach shots, or quick putts under pressure. If you like a quick release, you need to invest in an Infinite Discs holster.
A good quick release keeps you out of trouble—a bad one sends your disc into it.
Quiver (Disc Quiver)
Slang for a player’s entire disc golf collection or the set of discs they carry in their bag. Some players have a small, efficient quiver, while others… collect discs like Pokémon. And if you want both, check out WhatNot!
Your quiver will never be big enough—especially when a new disc drop happens.
Quiet Chains
A putt that sinks into the basket without making much noise, usually due to a soft putter, a perfect angle, or weak chains.
Quiet chains = perfect putt. Or a basket that desperately needs an upgrade.
Quitter Chains
When a putt hits the chains but doesn’t stick, often falling out due to weak or worn-out baskets.
Quitter chains: proof that even baskets can get lazy just when it’s you putting for the win.
Quick Draw (Speed Putter)
A player who steps up and putts immediately, with little hesitation. Some quick putters find a rhythm, while others… well, just miss fast.
Quick draw putters never overthink—whether that’s good or bad depends on how often they make the putt.
Quicksand (Soft Ground or Muddy Lies)
A term for muddy or unstable ground that causes a disc to sink, making it harder to retrieve or affecting footing.
If your disc lands in quicksand, consider it a sacrifice to the disc golf gods.
R
R-Pro Plastic
A soft, grippy plastic blend used by Innova. R-Pro discs have great feel and flexibility, making them ideal for putters and approach discs, but they tend to wear in quickly.
R-Pro feels amazing in the hand—until you accidentally taco it on a tree.
Raptor Leg
A term for an aggressive step or hop celebrating a big putt made, often associated with pro player Ricky Wysocki raptor legs.
If it works for Ricky. So surely it will work for you.
Rating (PDGA Player Rating)
A numerical ranking given by the PDGA that represents a player’s skill level based on previous tournament rounds compared with other tournament players. Higher ratings indicate better consistency and performance.
Your rating is just a number—unless it’s higher than your friend’s, then it’s everything.
Razz (Razzing)
The act of playfully distracting or teasing an opponent before or during their throw. Razzing is common in casual rounds and charity events but generally avoided in serious competition.
If your buddy is lining up a putt for the win, that’s the perfect time to cough loudly.
Reach-Back
The motion of pulling the disc back before a throw, crucial for generating power and accuracy. A proper reach-back helps increase arm speed and extend the throwing motion.
Good reach-back = big distance. Bad reach-back = awkward wobble into the first tree.
Recycler (Disc Recycler, Used Disc Buyer)
A player who buys and sells used discs, often at swap meets or online marketplaces. Some recyclers specialize in finding lost discs and flipping them for profit.
Disc recycling: because one person’s lost disc is another person’s next ace disc.
Redemption Shot
A throw that makes up for a previous bad shot, often a clutch putt or a well-placed approach after a bad drive.
Nothing feels better than saving par after a drive that looked like it belonged in another sport.
RHFH (Right-Hand Forehand)
A forehand throw (flick) made by a right-handed player, curving to the right before fading left.
If you throw RHFH and RHBH, congratulations—you have twice the ways to get out of trouble.
RHBH (Right-Hand Backhand)
A backhand throw made by a right-handed player, curving to the left before fading right. The most common throwing style in disc golf.
RHBH: Because sometimes, the classic way is the best way.
Ricochet
When a disc bounces unpredictably off an obstacle, often sending it far off-course.
A good ricochet saves your shot—a bad one turns a birdie attempt into a bogey scramble.
Ring of Fire
A putting contest held at the end of some tournaments, where players all putt at the same time from a circle around the basket. The last player to make a putt wins.
Generally, there are no actual flames involved.
Roller
A shot where the disc is intentionally thrown to land on its edge and roll along the ground. Used for maximizing distance or getting under low ceiling tree lines.
Rollers: the only shot where your disc might go farther than you ever intended—or straight into the OB hazard.
Rollaway
When a disc lands on edge and unexpectedly rolls away from the basket, often turning a short putt into a long comeback attempt.
Rollaways are proof that disc golf baskets sometimes like to laugh at your misery making you score the same from your great drive as your buddy with the bad drive.
Rough (The Shule, The Junk, The Trouble Zone)
Any off-fairway area filled with trees, bushes, or thick vegetation, making the next shot difficult.
The rough is where great drives go to die and where terrible shots feel right at home.
Rounding
A common form mistake where a player swings their throwing arm in a wide, circular motion, losing accuracy and power. Rounding usually results in early releases and off-target throws, and is very common among beginners.
If you’re rounding, your disc might end up in the next fairway—or the parking lot.
Run It (Running a Putt)
Going for a long putt aggressively, rather than laying up for an easy second shot. Running it is high risk, high reward—if you miss, you might have a long comeback putt.
If you run a putt and make it, you’re a hero. If you miss and it rolls 40 feet away, you’re an idiot.
Rushing the Shot
When a player throws too quickly without proper setup or focus, often leading to a bad result.
Slow down, take a breath, and remember—disc golf is a game of patience… until it’s your turn and your cardmates are waiting.
S
Sandbagger (Sandbagging)
A player who competes in a lower division than their skill level suggests, often to increase their chances of winning. This is frowned upon in competitive disc golf.
If you’re winning every tournament in your division by 10 strokes, it’s time to move up—unless you like being called a sandbagger.
Sawed Off
A throw that comes out too early or doesn’t get enough follow-through, causing it to land way short of the intended target.
Sawing off your drive is the disc golf equivalent of leaving a text on read—just incomplete and disappointing.
Scoober
A forehand-style trick throw where the disc is released upside-down, commonly used in ultimate frisbee but occasionally seen in disc golf for escape shots.
If you’re throwing a scoober in disc golf, you’re either a genius or completely out of options.
Scooby Shot (Scooby Roller)
A throw where the disc is released upside-down but lands on its back and slides forward, rather than rolling. Sometimes used for low-ceiling escape shots.
A scooby shot is what happens when you’ve tried everything else and just start making up throws.
Scramble
When a player recovers from a bad drive or lie, using creative or difficult shots to still save par (or better). Scrambling often involves forehands, rollers, and tricky recovery shots.
If you have a good scramble game, bad drives don’t matter as much—until they do.
S-Curve
A throw where the disc turns one way, then fades back the opposite direction, creating an “S” shape in the air. Typically achieved with an understable disc or a flex shot.
An S-curve is great for distance—unless you accidentally turn it into a question mark.
Shank
A throw that misses the intended line badly, often due to poor release, grip lock, or misjudgment.
A shank is the disc golf equivalent of sending an email before finishing the subject line.
Shankopotamus
A playful or exaggerated term for someone who is consistently shanking shots during a round.
If you hear “Nice one, Shankopotamus,” you might need to rethink your form.
Shot Shape
The intended flight path of a throw, including hyzers, anhyzers, flex shots, and rollers.
Knowing how to shape your shot is great—executing it is another story.
Sidearm (Forehand, Flick)
A throwing style where the disc is released with a flicking motion, with the palm facing up and the disc traveling opposite of a backhand fade.
Sidearms are great for getting out of trouble—or for getting yourself into it if you don’t practice enough.
Sky God (Discmania Disc)
A legendary Discmania putter mold, highly sought after by collectors and fans of pro player Simon Lizotte.
If you have a Sky God, you better throw it like one.
Sky Roller
A roller shot that is thrown high in the air before landing on its edge to maximize ground action.
If you’re throwing a sky roller, you either have elite control—or zero idea where your disc is about to go.
Skips
The extra ground play a disc gets when it lands at an angle, causing it to slide or jump forward. Overstable discs and hard surfaces tend to create bigger skips.
If you don’t plan for skips, your disc might end up skipping straight into the rough.
Slopestyle Golf
A casual style of play where players focus on fun, trick shots, and unconventional routes, rather than strict competition.
Slopestyle golf is like skateboarding—cool tricks, big risks, and sometimes total wipeouts.
Snap
The wrist and finger action that creates spin and power on a disc, affecting flight speed and distance. Good snap leads to cleaner releases and better accuracy.
If your snap is strong, your throws are smooth. If it’s weak, your disc might wobble like a dying duck.
Snowman
Scoring an 8 on a hole, which is never a good thing in disc golf.
A snowman in winter is fun. A snowman on your scorecard is a nightmare.
Soft Chains
A basket with loose, worn, or light chains that don’t catch putts well, often leading to spit-outs.
Soft chains turn made putts into missed opportunities faster than you can say “I need a new basket.”
Speed (Flight Number)
The first number in the flight rating system (1-14), representing how fast a disc must be thrown to achieve its intended flight.
Higher speed doesn’t mean better—especially if you don’t have the arm for it.
Spin Putt
A putting style where the player generates power through wrist snap and spin, rather than just pushing the disc forward. Spin putts handle wind better but can bounce out if thrown too hard.
Spin putts: because sometimes, a push putt just doesn’t cut it.
Spit Out
When a putt hits the chains but bounces out, failing to stay in the basket.
Spit-outs are the basket’s way of reminding you that even great putts don’t always count.
Splash Out
Similar to a spit-out, but when a disc hits the edge of the chains and deflects sideways instead of dropping in.
Splash-outs: when you hit the right spot, but the basket just wasn’t in the mood to cooperate.
Stall Out
When a disc loses forward momentum and drops early, often due to throwing nose-up or against a headwind.
If your disc stalls out, it’s basically just saying, “Nah, I’m done flying now.”
Standstill Shot
A throw made without a run-up, using only arm motion and weight shift. Useful for tight lies, wooded areas, and controlled approaches.
Standstills: because sometimes, you don’t have room for a full run-up—or you’re just feeling extra precise.
Step Putt
A putting technique where the player takes a step forward as they release the disc, generating extra power. Legal only outside Circle 1 (10 meters/33 feet).
Step putts: When you need just a little extra power—or just like throwing a little closer to the basket.
Straddle Putt
A putting stance where the player spreads their legs apart and squares up to the basket, often used to get around obstacles.
Straddle putts are great for tricky lies—if you don’t mind looking like you’re about to sumo wrestle the basket.
Straight Putter
A putter with minimal fade and turn, designed for accurate, direct flights.
A straight putter is great for hitting chains—unless you’re aiming at the wrong basket.
Super Hyzer
An extreme hyzer throw where the disc is released at a steep angle, ensuring a fast, dramatic fade.
Super hyzers are like boomerangs—except they never come back to you.
Swirly Plastic
A premium plastic blend with multi-colored, marble-like swirls, each swirly plastic disc, if it actually has swirls, is unique..
Swirly plastic flies great, but let’s be honest—you’re mostly buying it because it looks cool.
T
Taco (Tacoed Disc)
When a disc hits an object so hard that it bends or warps, temporarily looking like a taco shell. Usually happens after smashing into a tree, a pole, or even the basket at high speed.
If your disc gets tacoed, let it rest—it just had a rough day, and celebrate at Taco Bell on your way home from the course.
Tap-In
A super short putt (inside a few feet) that is nearly impossible to miss.
If you miss a tap-in, your friends will remind you about it for years. “Remember that one time…”
Tee (Tee Pad, Tee Box)
The designated starting area for each hole, where players make their first throw. Tee pads can be concrete, turf, rubber, or even just dirt.
The only place in disc golf where everything still feels possible.
Tee Off
The act of throwing from the tee pad at the start of a hole.
Teeing off is the moment when you decide whether today’s round is going to be great or a disaster.
Tee Shot
The first throw from the tee pad, typically designed to gain distance, set up an approach, or avoid hazards.
If your tee shot is perfect, congratulations. If it’s not, welcome to scramble mode.
Thumber (Thumb Overhead Shot)
An overhand throw where the thumb is inside the rim, causing the disc to rotate in a unique way. Great for getting over obstacles and quick right fades (RHBH).
Thumbers: because sometimes, the only way out is up.
Tomahawk
An overhand throw where the fingers are inside the rim (opposite of a thumber). Tomahawks tend to flip faster and land more predictably than thumbers.
Throwing a tomahawk is a great way to make your shoulder sore—and impress your friends if it works.
Tombstone (Vertical Landing)
When a disc lands nose-down and sticks into the ground like a grave marker. More common with overstable discs and soft terrain.
Tombstones look cool, unless they happen 100 feet short of the basket.
Touch Shot
A controlled, finesse throw that requires precise speed and angle control rather than power. Often used for approach shots and technical fairways.
If power is a hammer, a touch shot is a paintbrush.
Tournament Plastic
A durable, premium plastic blend that offers more grip and longevity compared to base plastics. Different manufacturers have different names for their tournament plastics.
Tournament plastic: because your disc should look good, even if your scorecard doesn’t.
Traffic (Course Traffic)
When a disc golf course is crowded with players, causing slower rounds and longer waits.
Course traffic is just nature’s way of making sure you take your time before shanking another drive.
U
UDisc
A popular disc golf app used for keeping score, tracking stats. Many players use UDisc to measure their throws and compare rounds. The cost for this app is about $30 per year.
Find disc golf courses anywhere with this app.
Ultimate Frisbee (Ultimate)
A fast-paced, team sport involving passing a disc down the field to score in an end zone. Many disc golfers started in ultimate before transitioning to disc golf. Ultimate Frisbee really has nothing to do with disc golf and many unfamiliar with disc sports confuse the too. Most disc golfers are not good at Ultimate as the stability of the different discs is vastly different.
The disc sport for younger people in much better shape.
Understable
A disc that turns more to the right (RHBH) when thrown at high speed, making it great for hyzer flips, turnovers, and rollers.
Understable discs: perfect for shaping shots or accidentally turning into a roller when you didn’t mean to.
Unlucky (Bad Kick or Bounce)
A phrase used when a disc takes a terrible tree kick, roll, or OB bounce—even when the throw looked perfect.
“Unlucky!” is what your cardmates say when they don’t want to laugh at your misery out loud.
Unplayable Lie
A situation where a disc lands in a spot so difficult (or dangerous) that throwing from it is impractical, forcing the player to take a penalty stroke and move to a better location.
If your disc is stuck in a cactus or a wasp nest, congratulations—you’ve found an unplayable lie.
Upshot (Approach Shot)
A controlled throw designed to set up an easy putt, usually from inside 200 feet. Players use midranges or putters for upshots to increase accuracy.
Upshots are where strokes are saved—or lost if you decide to run it instead of laying up.
Utility Disc
A disc that serves a specific, often situational purpose, like a meathook driver for skips, a super soft disc that won’t skip, a disc so flippy that it will turn over on a hyzer release even in a tailwind, a roller disc, or an overstable putter for headwinds.
A utility disc is the secret weapon in your bag—until you forget how to throw it correctly.
Under Commit
When a player throws too softly or with too little angle, causing the disc to fall short or fade early.
Under committing: because sometimes, your brain wants to throw the shot, but your body says “nah.”
Upside-Down Shot
Any throw where the disc is intentionally released upside-down, including thumbers, tomahawks, and Scooby shots.
Throwing upside-down is either brilliant course management or a sign that you’ve completely given up.
V
Victory Lap
When a player has a comfortable lead and plays the final few holes cautiously, avoiding risks to secure the win.
If you’re taking a victory lap, enjoy it—just don’t triple bogey and make things interesting.
Vibram Discs
A discontinued brand of rubber-based disc golf discs, known for their durability, unique feel, and grippy texture. Some Vibram discs are now considered collectibles, and once in a while Vibram will do an a special direct release of some of their discs, if you’re willing to pay $40 for them.
Vibram discs last forever—unless you lose them.
Vertical Drop
When a disc falls straight down, usually due to stalling out or extreme hyzer/anhyzer angles.
A vertical drop is great for spike hyzers—not so great when you were trying to throw straight.
Vertical Play (Overhand Game)
A throwing style that relies heavily on overhand shots like thumbers and tomahawks, often used by players who come from baseball backgrounds.
If you see someone throwing nothing but thumbers, either they’re a former pitcher or they’ve completely given up on backhands.
Vomit Putt (Nervous Putt)
A putt that comes out wobbly, weak, or totally misfired due to nerves or second-guessing.
If you’re about to vomit putt, just step back, breathe, and try again—preferably before the 30-second rule expires.
Vortex Wind
A swirling wind pattern that makes disc flight unpredictable, often found around elevated baskets or open fairways with trees nearby.
Vortex winds: because regular wind wasn’t frustrating enough.
Voodoo Chains
When a putt somehow goes in, despite bad aim, weak chains, or an awkward bounce.
Voodoo chains: because sometimes, the disc golf gods just want to see you smile.
W
Waffle Putt
A putt that wobbles uncontrollably due to a bad release, weak spin, or nervous hands.
Waffle putts might still go in—but they sure don’t look pretty doing it.
Wandering Disc
A disc that refuses to settle down, rolling, skipping, or bouncing far from where it first landed.
If your disc keeps wandering, maybe it just wasn’t meant to be yours.
Wedge (Wedge-in Putt)
When a putt gets stuck between the cage and the pole instead of falling into the basket.
A wedged putt is like getting your foot in the door—but not quite making it inside.
Weak Side (Left Side Chains for RHBH Putts)
The left side of the basket (for RHBH players), which is more likely to spit out because the disc’s momentum is fading away from the chains.
Hitting the weak side is like ordering a meal, and then immediately dropping it on the floor.
Whale Sac
A hand-drying grip bag shaped like a mini bean bag, commonly used to absorb moisture and keep hands dry during rounds.
Whale Sacs: because sweaty hands and good throws don’t mix.
Wham-O
The company that originally popularized the Frisbee, and owns the trademark name for the term frisbee and frisbee golf.
It’s not Frisbee Golf, unless you’re throwing Wham-o discs.
Whiff (Completely Missing a Putt or Throw)
A shot that misses so badly that it barely even touches the intended target.
A whiff is a great way to remind yourself that, yes, you suck.
Whirlwind Putt
A putt that gets caught in gusty wind and floats, lifts, or veers off dramatically.
If you see a whirlwind putt in action, don’t be mad—just blame the wind.
Wind Read
The skill of adjusting your throw based on wind direction, speed, and unpredictability. The wind read plays a big factor in selecting which discs to throw and how to throw them.
Good wind reads save strokes. Bad ones send your disc on a surprise adventure.
Wind Roll (Wind-Powered Rollaway)
When a disc lands on edge and is picked up by the wind, sending it rolling far away. There’s nothing more discouraging than have a wind roll that moves your lie even farther back than your last throw.
Wind rolls: because Mother Nature likes to play defense sometimes.
Windy Golf
A round played in heavy winds, requiring extra shot control, power adjustments, and patience.
Windy golf is when you lay up on 10 foot putts.
Wolf (Disc Golf Game Format)
A betting-style disc golf format where players alternate choosing a partner or playing solo on each hole to score points.
Wolf is a great way to test friendships—and lose lunch money.
Worm Burner
A low shot that barely gets off the ground and skids across the fairway.
A worm burner is called that because it threatens the lives of all worms sticking their heads out of the ground.
Wrist Roll
An unintentional rotation of the wrist during a throw that alters the disc’s flight, usually making it turn over too much.
Wrist rolls: the sneaky little form mistake that turns a great drive into a roller… unintentionally.
X
X-Step
A footwork technique used in backhand drives where the player crosses one foot behind the other before the final plant step, helping generate more power and momentum.
Master the X-step, and you’ll add distance to your drives. Mess it up, and you might trip over your own feet.
X-Out (Factory Second Disc)
A disc that has minor cosmetic flaws but still flies adequately, often sold at a discount. X-Outs are typically marked with an “X” over the stock stamp.
An X-Out is like an outlet store find—same great performance, just with a little extra character.
Y
Yank
A throw that is released too late, causing it to veer off in the wrong direction, usually way right for RHBH players.
If you yank a drive, just pretend you were trying to throw a sky anhyzer into the ground.
Yeti Putt
A putting style made famous by Jay “Yeti” Reading, using a spush (spin + push) technique with a staggered stance for consistency.
If you putt like a Yeti, you either have great form—or you just scare the chains into catching your putt.
Yips (Putting Yips, Throwing Yips)
A mental block where a player suddenly struggles to execute basic throws or putts, usually due to overthinking or nerves.
The yips are real. The only cure? Stop thinking and just throw the disc already.
Z
Zero Fade
A disc with no left-finish at the end of its flight (RHBH), meaning it flies straight and doesn’t hook. Indicated with a 0 number in the fourth flight number.
Zero fade discs are great—until the wind decides to have other plans.
Zone (Discraft Approach Disc)
A popular overstable putter designed for approach shots, forehand flicks, and consistent short-range control.
If you don’t have a Zone in your bag, then you’re surely bagging a Zone clone.
Zipper Flight
A smooth, straight flight with minimal wobble and a clean release, resembling a zipper-like motion through the air.