Golf Facts. What are they? How many are there? These are questions I am constantly searching for. Golf Facts are the only things that teachers should be able to agree on. I certainly don’t claim to know what they are, how many there are but I think it will make for an interesting discussion.
Like any topic, there should be some things that are agreed upon by virtually everyone. Then there will be things that I’ve heard called as preferences. It’s usually these preferences that most teachers argue over.
This post will not be about the preferences. This will be about the facts. My goal is to list a few things that I consider as facts. Please feel free to add any or dispute my findings. Also accept the idea that if you (the reader) add a fact that it may get disputed by myself or someone else.
I don’t think the golf facts list is very long. At least the list that teachers can be using on a daily basis to help all golfers. So here goes.
Ball Flight - This is slowly starting to be accepted as a fact that the ball starts closer to the face than it does the path. For the most part, I just say it starts very near the face and curves if the face and path are different. Inside this is how draws and fades are created by the face and path relationship. Certainly, this all assumes centered contact. Which brings me to my next fact.
Gear Effect – The change in spin axis created when the ball is hit off the center of gravity of the club head. A fact that everyone should know and understand as it has a large influence on fact #1. Basically, a ball hit on the toe will shift the spin axis of the ball toward a draw and a ball struck on the heel toward a fade. That doesn’t mean all toe shots draw and all heel shots fade. It simply effects whatever spin axis was created by the face and path relationship and alters it in some amount in the respective direction.
Putts Break Downhill – The fact I have to actually write this down on “paper” is a little scary but here it is. Putts do not break toward mystical places or bodies of water. If they curve at all it is because they are rolling across a slope at a different angle than the slope is and the curve is always toward the downhill direction.
Honestly, this is pretty much what I have. As teachers and players, we all should be able to agree on these things. That they exist and we need to know and understand them.
Please add to this list. Remember. Just the Facts.
Here are some updates. One tweep felt that less than 70% shouldn’t be called close when it comes to initial starting direction. Fair enough. He also mentioned that gear effect is 3d which is also correct. Relative to the CoG hits lower than that will increase spin rates and above the CoG will decrease spin rates.