Friday, February 27, 2009
Putt for Dough
Fortunately there are things we can practice to help.
try this:
Pick a straight putt. This is important because if it curves you will not know if you had the right speed.
You will want to pick about a 4 foot putt. Then using 10 balls, pick a number of how many you will sink in a row. For simplicity just start with 1. Then as confidence grows increase the number. Go all the way to 50 in a row. If you miss you start back at 1 again. This is the best way to increase confidence. Now with that being said, make sure your stroke is straight back and straight through with the club head aligned straight at all times.
You must use only your upper body and arms on a putt. Arms and Shoulders only!!! Do not come up out of the putt early.
A good way to test how you are doing on this is to Hit and Hold. By this I mean take your stroke and hold on the follow through for at least 5 seconds. check that your head and body are still down and your clubface is still straight. Any movement of your head or the clubface will cause you to miss.
Remember, straight back and straight through> Arms and shoulders only. Like a Pendulum.
Now go practice.
Wednesday, February 25, 2009
Tournament formats and golf bets
Say a player has a handicap of 14. Rather than applying the handicap in the proper manner, the player is instead given 14 free shots to use at any point on the course, at any time. Hit a bad shot off the second tee? Hit it again. Now you've got 13 left.
The game can be played with full handicaps (as in the example above) but it most common to use only three-fourths or two-thirds of handicaps. That forces the player to be judicious in using his replay strokes.
Two other conditions usually apply: The first tee shot of the day may not be replayed, and no
shot can be replayed twice.
Before teeing off, establish a rotation (for a threesome, A is the defender on the first hole, B on No. 2, C on No. 3, back to A on No. 4, and so on) for the Defender.
When the Defender successfully defends his hole - that is, gets the lowest score - he earns 3 points and the other players lose 1 point. If any member of the group beats the Defender, the defender loses 3 points and each other player gains 1 point. If the Defender ties for low score on his hole, the defender gains 1 1/2 points while the others lose a half-point.
Defender can be played just for points and bragging rights, or a dollar value can be assigned to the points and money divvied up at the end of the round.
In regular foursomes, the 2-person team would play alternate shot for the full hole, i.e., only one tee ball would be hit.
Greensomes is essentially a 2-person scramble off the tee, then alternate-shot into the hole.
Three Club Monte is a good game to play in order to learn and practice half-shots, knock-downs and so forth.
Let's say your buddy is facing a long, difficult putt. You invoke the thirty-two side bet. If your buddy three-putts (or worse), he owes you two units of the bet. If he two-putts (or better), you owe him three units of the bet. (If the bet is $1, for example, and he three-putts, he owes you $2; if he two-putts, you owe him $3).
In Gruesomes, both members of the team tee off - and then the opposing team selects which drive they have to play. Needless to say, the opposing team is likely to select the worst - or most gruesome - of the two drives.
Following selection of the tee ball, the teams play out the hole in alternate shot fashion. The player who hit the "gruesome" tee ball also plays the second shot.
An American, driving erratically from a grass bunker, hit and killed a cow in the adjoining pasture.
"my God," he cried, running up, "I'm terrible embarrassed! Can I replace her?"
"Dunno," replied the farmers boy, "How many gallons a day do you give?"
Thursday, February 5, 2009
Hitting a 460 CC driver
The key to hitting the ball farther with the modern driver and golf ball (which spins much less off of a flat face than balls of the past) is high launch combined with a low spin rate. Our goal is to get enough spin to achieve lift, while minimizing (hopefully eliminating) drag.
Assuming that you have a driver with enough loft, here are four things that you can do to increase launch and decrease spin rate, thus increasing your distance off the tee:
Tee the Ball HigherThe old adage has always been that the top of the driver should be about halfway up the ball when it is teed up. However, with a 460cc driver, I like to see you set the ball high enough on a peg such that the top of the driver is no more than one-third of the way up the ball. Of course, this means that the standard 2 1/8-inch tee will not be long enough to accommodate. You will need a tee at least 3 inches in length, but likely a little longer than this.
Move the Ball Forward in Your Stance
(Towards your left foot for a right-handed golfer)
The notion of playing the ball off of your left heel is no longer valid. We want to hit the ball on the upswing, thus increasing launch angle and decreasing the ball's spin rate. In order to do this, we must move the ball forward in our stance. For some golfers, it will be enough to play the ball off of your big toe, while for others it may be necessary to move the ball all the way up so that it is positioned outside of your left foot. Experiment with different ball positions – but, whatever you do, move the ball forward in your stance!
Set Up to Hit the Ball on the Center of the Face
Most golfers set their driver on the ground at address. This results in a high percentage of driver shots being hit on the heel-side of the face, especially when we tee the ball higher. Test yourself this way: The next time you are at the range and set up to hit your driver, once in the address position stretch your arms out and move the club up to the ball's height. Notice where the ball is going to contact the face of your driver? On the heel side – or possibly the hosel – of your driver.
This is a very common problem for golfers – and it's an awkward adjustment. The solution is very simple, however. Instead of setting your driver behind the ball such that the center of the face is aligned with the ball, move backwards a couple of inches (towards your back) such that the toe of your driver is aligned with the ball. Now do the test again. Stretch out your arms and pick the club up to the ball's height. Is the ball aligned with the center of the driver face? If so, put the club back down and fire! If not, keep moving back until it is.
Don't worry that once you set the driver down it doesn't align with the ball. The ball isn't on the ground - it's three inches above the ground!
"is this Harry's secretary? I forgot to ask him which course we're playing on this afternoon."
"Sorry, Mr. Nash is out of the office all day on business."
"You're supposed to say that, but which course will we be on?"
"Sorry, Mr. Nash is out on a business call."
"O.K., O.K. Just tell me. Is his call Three or 18 miles from the office?"
Sunday, April 6, 2008
Stay in the Shot
There is a term that commentators on television will often say. He came, or she came, up and out of the shot. When you hear that, it usually means that the ball has gone to the right.
So, let me tell you an example of what ‘up and out of the shot’ means, and then I’ll give you a golf technique that you can use for your own golf game.
In the downswing, both knees stay bent during the bottom of the hit. And as the golf club passes you, the arms have to get out in front of you before you can turn through.
Now, here’s an example of a player that comes up and out of the shot. As they start down, they get out in front and their body unwinds. And they get tall in the hitting area and the spine comes up and you’ll see a push to the right.
So, here’s the golf technique. If you push to the right and you think there’s a chance that you may be coming up and out of your shot, you’ll hit it weak to the right.
A great little practice is for you to keep a little more weight on your right side and let the arms pass you before you turn through.
Thanks, and have a great day.
A golfer yells, "Fore!", takes six, and writes, "5"
Sunday, March 2, 2008
The Backswing
I’m going to give you some great golf backswing advice that’s going to help you a lot with your backswing. There are two mistakes that you can make in the backswing. And then I’m going to tell you the correct way to do it.
The first mistake is, if your shoulder doesn’t move and doesn’t turn backwards, then your arms will run into it and the shoulder will tilt up in the air. And if you do that, the golf swing will look too vertical, and you’ll hit the ground and you’ll hit a lot of shots off to the right.
On the other hand, some of you think so much of turning that you turn your right shoulder and your hips together, and the golf club gets way around inside.
So, for those of you that do this, you’ll wind up hitting a lot of tops because the club won’t swing back down.
So, let me give you some golf backswing advice. This is the correct way. After you’ve addressed the golf ball, the right shoulder starts turning backwards. And that way, this enables the golf club to swing up on the correct plane.
So, if you can move your shoulder out of the way and don’t turn your bottom much, the golf club will move up on plane as you turn away from the golf ball.
Try that the next time out, and I guarantee you that will help you.
Thanks and have a great day.
"Caddy, why do you keep looking at your watch?" Not my watch, sir! My compass.