Article

Vertical throw

You throw a ball straight up. It slows, pauses at the top, and comes back. Below you will see how to find the maximum height, the rise time, and the full flight.

Part 4 of Physics without mysteries. Compare throws: vertical, horizontal and angled side by side.

On this page: v₀ is the initial upward speed. H_max is the greatest height. g is gravitational acceleration, about 9.81 m/s². t is the rise time or the full flight time.

The idea

You throw a ball straight up from your hand. For a short moment it flies slower and slower, almost stops at the top, then falls back. That is a vertical throw: one-axis motion under constant gravitational acceleration.

At launch you give it speed v0 upward. After that, in this model, only weight acts. We ignore air drag, so acceleration has constant magnitude g = 9.81 m/s² and a fixed downward direction. From that you can find maximum height, times, and speed at any instant.

Pick an axis. A convenient choice: y upward, y = 0 at launch level. Then ay = -g, and for an upward throw vy0 = +v0. The uniformly accelerated equations become:

vy(t) = v0 - g·t

y(t) = v0·t - ½·g·t²

Keep the units consistent: speed in m/s, time in seconds, height in meters, g in m/s². If your speed is in km/h, divide by 3.6. Example: 36 km/h is exactly 10 m/s.

At the apex the instantaneous speed drops to zero: vy = 0. From the time-free relation v² = v0² - 2·g·H you get the classic result:

H_max = v0² / (2g)

Rise time follows from the same condition. From v0 - g·t_up = 0 you get:

t_up = v0 / g

First numeric intuition: with v0 = 10 m/s and g = 9.81 m/s² you get H_max ≈ 5.10 m, t_up ≈ 1.02 s, and a full up-and-back flight to the same level of ≈ 2.04 s. The same numbers appear in the example below: work them out by hand, then check in the vertical-throw calculator.

Second intuition: double v0 and H_max grows fourfold, because the formula has v0². With v0 = 20 m/s and the same g you get H_max ≈ 20.4 m, not “about ten meters”. Rise time only doubles (t_up ≈ 2.04 s), so height grows faster than time.

If launch and landing share the same height, the up and down legs are symmetric. Total flight time is T = 2·t_up = 2·v0/g. On return the speed matches the launch value, only the direction is down. That follows from constant g and no drag, not from anything special about the ball.

The state at time t comes straight from the equations: height y(t) and speed v(t). After the apex v is negative (with an upward axis) while height can still be positive. In a problem, watch the signs or describe “up / down” in words so the direction does not get lost.

The same H_max shows up in energy. With no drag, Em = Ek + Ep is constant. At launch (y = 0): Em = ½·m·v0². At the apex: Em = m·g·H_max. Hence, again H_max = v0²/(2g). Energy checks height well, but it does not give you the time on its own. Compute launch Ek in kinetic energy and apex Ep in potential energy.

Free fall is the vertical-throw limit with v0 = 0: no rise phase, only downward distance h = ½·g·t² and v = g·t. If the problem says “drop”, do not invent an upward H_max. If it says “throw downward at v0”, the launch component aligns with g and distance grows faster than for a pure drop. For a drop, use free fall.

If you throw upward from a balcony and land on the ground below the start, classic T = 2·v0/g no longer holds. Then solve the position equation for the landing level, with an explicit h0. Same formalism, different end condition.

A common mistake sounds like this: “at the top the speed is zero, so acceleration must be zero too.” It feels convincing, because the ball briefly “hangs”. But instantaneous speed is not the cause of the motion. g still acts downward, so right after the apex the body speeds up again. Velocity is zero; acceleration is not.

Other traps: thinking mass affects H_max (with no drag, m cancels), or confusing H_max with horizontal range when the problem has no x axis at all. Without drag, up and down times to the same level match; the feeling that “down is faster” usually comes from drag or from a different landing level.

Think of it this way: g removes about 9.81 m/s² of upward speed each second. After time v0/g the upward budget is gone. On the way down the same g rebuilds the speed. Until wind and drag appear, the story is symmetric.

On a graph, v(t) is a straight line of slope -g, and y(t) is a parabola. The apex is where the v(t) line crosses zero. The area under v(t) on the way up is H_max. That geometry helps when you forget the algebraic formula but remember the shape of uniformly accelerated motion.

The model breaks down with strong drag, a light object at large v0, or when landing is clearly below launch level and you still force T = 2·v0/g. Then the H_max formula is more of an upper estimate. For everyday ball problems at modest v0, constant g is good enough.

Before you calculate, check in order: (1) whether landing is at launch level, (2) whether v0 is up, down, or zero, (3) whether the problem uses g = 9.81 m/s² or 10, (4) whether the units match the choice in the page header, (5) whether the answer looks sensible (at 10 m/s you expect a few meters, not kilometers). Then check the result in the calculator.

When a horizontal component appears, the vertical part of the flight still obeys the same equations. A vertical throw is therefore not only a standalone problem, but also the “y module” inside projectile motion. That is why H_max and t_up belong in working memory. The next topic in the series is the horizontal throw.

Using the calculator

Open vertical throw. Enter v0, choose the upward mode, and set g = 9.81 m/s² (unless the problem says otherwise). Read H_max, rise time, and flight time.

If you want an energy check, use kinetic energy at launch and potential energy at the apex separately. For a pure drop with v0 = 0, use free fall.

What we assume

We treat g as constant. Drag is neglected. Motion is along one axis. H_max = v0²/(2g) and T = 2·v0/g apply when you return to launch level. We work in meters, seconds and m/s.

When this does not apply

Three concrete cases: (1) you land clearly below the start and still force T = 2·v0/g, (2) a light object or high speed where air drag strongly cuts real H_max, (3) a bounce starts a new flight with a new v0. Then move to a fuller description, or to the horizontal and angled throw articles.

Which formula to use

GoalFormulaNote
H_max (upward)H = v₀²/(2g)v = 0 at the apex
Rise timet = v₀/gSame again on the way down
State at time tv = v₀ - gt, h = v₀t - ½gt²Axis upward
Fall with v₀ = 0h = ½gt²Free-fall / free-fall-time calculator

Solved problems

Ball at v₀ = 10 m/s

You throw a ball straight up at v0 = 10 m/s. Take g = 9.81 m/s². Find H_max.

Steps

  1. Mode: upward throw.
  2. Formula: H_max = v₀²/(2g).
  3. Substitute: 100 / (2·9.81) = 100/19.62.
  4. H_max ≈ 5.10 m.
  5. Optional: t_up = 10/9.81 ≈ 1.02 s; flight ≈ 2.04 s.

Answer: H_max ≈ 5.10 m

Fill in the calculator

Frequently asked questions

What is the H_max formula for an upward vertical throw?

At the apex the upward speed budget is gone, so height follows from losing v0 under constant g. That gives H_max = v0²/(2g). The same result comes from ½·m·v0² = m·g·H.

What is H_max at v₀ = 10 m/s?

With g = 9.81 m/s² the maximum height is about 5.10 m. That is roughly storey height: a quick check that you did not mix units.

What is the rise time?

g removes about 9.81 m/s² of upward speed each second, so the v0 budget ends after t_up = v0/g. Full flight up and back to the same height is T = 2·v0/g.

Is acceleration zero at the apex?

No. Only the instantaneous velocity is zero. Gravitational acceleration still has magnitude g downward, which is why the body speeds up again right after the top.

Does mass affect maximum height?

Not in the no-drag model. Mass cancels in the kinematic equations and in the energy balance.

Which value of g should I use?

Usually take g = 9.81 m/s². Some problems allow 10. Follow the problem statement and do not mix both values in one calculation.

How does a vertical throw differ from free fall?

A drop has no rise phase: v0 = 0 and you only compute the downward distance. An upward throw has H_max above the start and a rise time before the fall.

What if I land below the launch point?

Flight symmetry is gone, so T = 2·v0/g is not enough. Fix the axis and solve the position equation for the landing level (an h0 condition).

How do I connect the result to energy?

At launch the whole budget sits in Ek = ½·m·v0²; at the apex it sits in Ep = m·g·H_max. With no drag those values match, so again H_max = v0²/(2g).

Does air drag change the result?

For a ball at modest v0 often little. For a light object at high speed, real H_max is smaller than the no-drag formula, so treat the calculator result as an upper estimate.