Jot's Ultimate Guide to Ultimate Frisbee
Introduction
The goal of this document is to provide a single resource that can
be used by players of all levels to learn the game, or to refine their
game. Personally, I've only been playing Ultimate for a few years, so
there are probably going to be things people disagree with me about.
Additionally, on some of the advanced things, I'm going to lean fairly
heavily on more experienced players for their ideas and comments. I'll
honestly try to cite those people whenever possible.
The basic format will be the basic or beginning section, followed by
more advanced concepts. Hopefully this will make it easy to use by
everyone. Also, the sections within are setup in the order that I
place them in priority. You should feel free to disagree with that
priority. I'm still not going to change it. :)
One last thing. If you figure out a bunch of neat tricks from this document,
and then you end up playing me, you are obligated to allow me to score on
you, and are not allowed to use any of the tricks learned in this document
on me. If you violate either of these rules, you'll be required by law
to buy me a beer or two of my choosing. :)
Additionally, when I started this I did a net search and couldn't find
anything similar. Naturally, just as I was finishing, someone said
that The Ultimate Handbook
was back up. This is a great reference and is a must read.
- Basic
- 10 Simple Rules to Ultimate Frisbee
- Full Rules to Ultimate Frisbee
- Catching
- Pancake
- Crab
- One Handed
- Throwing
- Backhand
- Forehand
- Defense
- Mark
- Force
- Middle
- Home
- Away
- Cutter
- Offense
- Cutting
- Pivot
- Clear
- Stack
- Advanced
- Catching
- Attacking the Disk
- Spin
- Bid
- Throwing
- Hammer
- Blade
- Scoober
- Thumber
- Push Pass
- Defense
- Mark
- Strike
- Distance
- Hand Position
- Counting
- Zone
- 3-2-2
- 3-3-1
- clamshell
- Sideline Trap
- 1-3-3
- Other
- Play the disk
- Catch
- Give and Go
- Endzone
- Offense
- Zone
- 3-2-2
- 3-3-1
- clamshell
- Sideline Trap
- 1-3-3
- Dominator
- Give and Go
- Break Mark
- Inside Out
- Stretch Backhand
- High Release
- Hammer/Blade
- Hammer Hold
- Rule of Thirds
- End Zone
- Moses
- Flood
- Cutting
- Head
- Pick
- Body Cut
- Strategy
- Field Position
- Choosing the force
- Out of Bounds Turnover
- Playing the Pick
- Sources
- Helpful Hints
1. Basic
This is the basic section. The goal here is to have all of the pieces of
the puzzle that will allow you to move from the Novice player to the
Average player. To start with, you'll never progress if you don't know
the rules...
1.1 10 Simple Rules to Ultimate Frisbee [1]
- The Field -- A rectangular shape with end zones at
each end. A regulation field is 70 yards by 40 yards, with
end zones 25 yards deep.
- Initiate Play -- Each point begins with both
teams lining up on the front of their respective end zone line. The
defense throws ("pulls") the disc to the offense. A regulation
game has seven players per team.
- Scoring -- Each time the offense completes a pass
in the defense's end zone, the offense scores a point. Play is
initiated after each score.
- Movement of the Disc -- The disc may be advanced
in any direction by completing a pass to a teammate. Players may
not run with the disc. The person with the disc ("thrower") has
ten seconds to throw the disc. The defender guarding the thrower
("marker") counts out the stall count.
- Change of possession -- When a pass in not
completed (e.g. out of bounds, drop, block, interception), the
defense immediately takes possession of the disc and becomes the
offense.
- Substitutions -- Players not in the game may
replace players in the game after a score and during an injury
timeout.
- Non-contact -- No physical contact is allowed
between players. Picks and screens are also prohibited. A foul
occurs when contact is made.
- Fouls -- When a player initiates contact on
another player a foul occurs. When a foul disrupts possession, the
play resumes as if the possession was retained. If the player
committing the foul disagrees with the foul call, the play is
redone.
- Self-Refereeing -- Players are responsible for
their own foul and line calls. Players resolve their own disputes.
- Spirit of the Game -- Ultimate stresses
sportsmanship and fair play. Competitive play is encouraged, but
never at the expense of respect between players, adherence to the
rules, and the basic joy of play.
1.2 Full Rules to Ultimate Frisbee [2]
I'm not going to try duplicate the full rules here. There is no reason to
copy 19 pages of HTML when you can click on the little link yourself.
The current copy of the
Ninth Edition of the rules can be found in the Sources [2].
1.3 Basic Catching
If you don't know how to catch the disk, or you are consistently dropping the
disk, your career as a highly compensated Ultimate Frisbee player will be
cut tragically short. Endorsement deals, super-models, Nobel Peace Prizes
will no longer be within your reach...
When I first started playing, I'd been playing about 6 months when I decided
to try playing with the 'competitive' men. I was nervous, but eager. I
was running making good cuts, and had a beautiful cut up the middle of the
field. The thrower sent me a bullet, that I tried to pancake and then dropped.
I ran for the next 30 minutes, still making open cuts, and did not even see
the disk headed my way.
If you can't catch, no matter how open you are, you will not be thrown to.
Cardinal Rules:
These rules apply to every catch, no matter what the level.
- Catch the disk before you look up field or throw. If you forget
this step, you will drop the disk when you take your eyes off it.
- Run to the disk in the air. Don't stop and wait for it to get to
you, or your defender will run around you and make the D.
1.3.1 Pancake (or Alligator)
This is the most basic of all catches. Ideally it is made so that the
disk is coming in towards your body, and one hand is on top of the disk, and
one hand is on the bottom of the disk. I'm right handed, and for me the
natural hand to have on the bottom is my right hand, and the one on the top
is the left. I'll be checking with a left handed player to see if the
opposite holds true for them.
Almost everyone calls this the Pancake, but I like to call it the Alligator
because I like to have my elbows against my body, together, and then my
hands about a foot apart. When done this way, it reminds me of an alligators
jaws. I like this because if I miss the disk with my hands I have a good shot
at trapping it in the 1.5 feet of my arms that follow to my body.
1.3.2 Crab
I've never actually heard a specific name for this catch, so I made one
up.
This is the catch where you catch the disk with two hands side by side,
normally about 3 or 4 inches apart. If the disk is above your shoulders
your thumbs will be facing down with your fingers on top, and if it's
below your shoulders your thumbs will be up with your fingers on the bottom.
I call this the crab because your hands sort of look like claws, and you're
holding them in front of you like a crab would.
A 'crab' above your shoulders
A 'crab' below your shoulders
Under most circumstances this catch is a much worse choice than the
Pancake. There are a few reasons:
- You have less vertical margin for error. You miss high or low and
you've missed the disk and it's a turnover.
- If you haven't caught a lot and don't have soft hands, you'll
'bounce' the disk out of your hands.
- For almost all disks below your shoulders you can bend at your knees
and Pancake it.
That being said, there are a few reasons that it can be better.
- With disks over your head, it can be more reliable than the one handed
catch. (But not if you're good at the one hander)
- When you catch the disk, you have better hand position for the quick
throw.
1.3.3 One Handed
This is the coup-de-grace of all the style catches. You want to look cool,
you need to make the one handed grab. Of course, the way to look like the
Ultimate Idiot is to go with the one handed grab when you could have had the
nice safe easy
Pancake and then drop it. Then you
look like a complete heel. You'll find yourself immortalized on the
UPA Idiots of the Decade Web site.
The key to the one handed grab is to have a 'soft' arm. Now, this doesn't
mean you're a little 'light in your loafers', but it is key.
When most people start out, they try to catch one handed by putting their
arm and hand out to the disk, and holding them like a bar of iron. The goal
then becomes to snap your fingers closed in the .0001 seconds between the time
the disk enters the 'claw' of your hand and the bounces out of your hand.
(Ok, so it's a little longer than that, but it's still pretty fast)
To combat this, you 'soften' your wrist and elbow. As the disk encounters
your hand, it is moving backwards and absorbing the energy, and giving you
more time to close your fingers. The really good players almost look like
they're ripping the disk back towards themselves.
All of that being said, there are times where you don't get the chance
to have the disk come to you nicely. It's thrown behind you, or well over
your head. In those cases, it's pure practice and instinct. Make sure
when you're throwing around you practice, at least some of the time, the
one handed grab. Also make sure that you practice catching with
your non-dominant hand.
1.4 Basic Throwing
After catching, throwing is the most important skill you can learn. Most
people have thrown a frisbee before. The typical throw that you use is
the most natural, and that is the backhand. However, in Ultimate, if
you only have one throw, or you don't throw very well, you become pretty
easy to defend.
The UPA has a pretty good page on the
different grips
that can be used for throws. I'm going to try to illustrate the grips
I use, and that I see the most commonly with photographs, and brief
explanations. The best way to figure it out is to have experienced
players show you.
Things That Apply to All Throws:
The key to the stability of the disk in flight is aerodynamics. The
shape of the frisbee is similar to an airplane wing, in that air passes
over the top faster than the bottom, causing lift.
For a technical answer, check out The Flight of the Frisbee from
Scientific American.
However, if you take a frisbee and just shove it, you'll notice there isn't
much in the way of lift. The key is the rotation. Now, I'm not an
Aerospace Engineer, so I can't cite the equations, but I believe the
reason this is true is because the rotation adds stability and energy.
The same reason that a bicycle is easier to keep upright when it's moving
(because the wheels are spinning) keeps the disk stable. Additionally, when
you get spin, you are utilitizing leverage to add energy past what your
mere muscles can provide.
What does this all mean? You need to have the disk spinning quickly, almost
all of the time, but especially in wind. This is accomplished by
snapping your wrist at the end of the throw. This will impart a lot more
spin, and your throws will be more accurate.
The second thing to keep in mind is that the disk will fly how you release
it. Sounds easy, huh? What this means is that if you release the disk
so that it is level, it will fly straight. However, if you release it
with one side higher than the other, it will tend to curve in one direction
or the other. As you throw more, you want to do this. But in
the beginning it can be frustrating when you don't want it to.
And finally, if you throw the disk, perfectly straight, with a lot of spin
you can still have it 'float' on you if you have the front edge of the disk
higher than the back edge. Try to make sure the disk is level front to
back and side to side. (Yes, as you play more, you may
want it to float.)
1.4.1 Backhand
The back hand is the most basic of all of the throws.
This grip is a compromise for me between power and control.
- The Grip: Hold the disk so that the top (the part with the
writing) is on top. Take ball of your hand (the palm side opposite of the
knuckle of your index finger) and place it against the edge of the disk.
Wrap the last three fingers (middle finger on down) around the edge of the
disk. Take your index finger and place the edge of the first knuckle
(ie the one closest to your fingernail) on the bottom lip of the disk and
curl it under lightly. Finally, take your thumb and lay it on the top
of the disk.
- Preparation: Bring your arm across your body so that your
upper arm is against your body, and the disk is projecting away at about
30 degrees, and the back edge is up.
- Release: Step forward with your front leg and whip your arm out
while releasing the disk level. Make sure to follow through.
This is a 'power' backhand. You gain power by having all of
the fingers under the disk, but it's harder to master, as your
release has to be exactly right.
This is a compromise backhand. You have 3 of the 4 fingers under the
disk, for good power (probably good for 40 to 50 yards) with an easy to
master release point.
1.4.2 Forehand
The forehand is a more advanced throw, but it is necessary even as
a beginner so that people can't cheat and just take away your backhand.
The key to the forehand is rotation, and this is accomplished through
snapping your wrist. For the forehand under 15 yards, there is really
no need for anything but wrist.
- The Grip:
Take the first two fingers on your dominant hand and place them next to
each other. Put them on the inside rim of the disk so that the first
knuckle (closest to your fingernail) of your middle finger is on the inside
edge of the rim. Your smallest two fingers are outside the rim. Place
your thumb at about a 30 degree angle on the top of the disk.
- The Preparation:
On this throw, the foot placement and movement is important. You want
to have your forearm at a 90 degree angle to your body, but straight out
from your side (does that make sense?). Step with
your dominant leg straight out, and then release.
- The Release:
The way I throw this is to keep my wrist flexible, and start my hips and
shoulder torquing forwards. If you keep your hand stationary, your wrist
has to flex back. Once this has happened (you've 'cocked it' so to speak)
you snap it forward and release. This just takes practice.
Here are some photos of the grip, and throw so that you can get a
better visual image.
1.5 Defense
To a large degree, defense is about effort. It is the piece of your
game, that even when when you are just starting out at, you can be good
at. As you progress, you may have times where for some reason, your
throws just aren't going well. In those times, your defense can
continue to make you a valued member of the team. (Of course
I'm the kind of guy that roots for goalies, linebackers and safeties,
so view this through the appropriate colored glasses. ;)
1.5.1 Mark
'The Mark' is the person who is on the thrower of the other team. You
have 2 jobs as the Mark.
- Count to 10 in one second intervals to force the throw.
- Prevent the throw.
As you may have guessed, #1 is much easier. :)
When you count to ten, it has to be a full second a count. The standard
is to say something like "stall one, stall two, ...". This forces you
to actually do the full ten seconds. If you count like this (ie start
with stall) if you get to the 't' in 'ten' before the thrower has released
the disk, it is a turnover, and your team gets the disk at the spot
of the mark. When this happens, yell 'stall' nice and loud.
As for preventing the throw, that is the hard part. You just want to get
your body and arms between the thrower and the person he is throwing to.
Some of this will be covered in the force
section, and some will be covered in the
Advanced Mark section. For now, don't worry too much about it.
1.5.2 Force
The 'Force' is the direction that you as the marker want to force the
thrower to throw to, and as the defender, you want to prevent your man
from cutting to.
1.5.2.1 Force Middle
The middle force says that you're going to try to force the thrower to throw
to the middle of the field. This means that if you are closer to one
sideline than the other, you will force away from the sideline closest.
As the defender in the Stack you
need to prevent your man from getting the disk in the middle of the field.
If you can do that, you've done your job. Here is the basic setup for
how a middle force would look if you started out a little close to the
'away' line.
The only thing that isn't covered, is if the person has the disk in the
middle of the field. In that case, try to arrange a 'tie breaker' when
you're on the line before the pull, and if there wasn't one, point and yell
it out so your team knows where you are going to.
1.5.2.2 Force Home
For both the 'Home' and the 'Away' force, the directions are determined
by which sideline your team has all of their stuff (ie chairs, drinks, dogs,
small rv's...) at. That is 'Home'. Away is the other sideline.
In the 'Home' force, you are always going to force the thrower to throw
that direction, and the defenders will try to take that cut away.
1.5.2.3 Force Away
This is exactly the same as the 'Home' force, only to the other side. As
a matter of fact, if the two teams have their stuff on opposite sidelines,
then their 'Home' is your 'Away' and vise-versa. Confusing enough?
1.5.3 Cutter
So, you know how to mark, and you understand the force, how do you
defend the actual cutters? It's pretty easy, you just want to stay
on the force side of the cutter. So, if the force is home, stay on
the home side, and so on and so forth.
Now, are you in front of them, or behind them? The simple answer is that
if you're in the front of the stack, be in front of them, and if you're
in the back of the stack, be behind them. This is illustrated in the
diagrams for the 'force'
1.6 Offense
Well, if there is no offense, we'll never have the chance to show off our
great defense. :) Remember, every turnover, no matter how far you were
from your man, is the result of your defense. ;)
1.6.1 Cutting
The keystone of Ultimate is what is called cutting. It is what makes
Ultimate different than any other sport (ok, one of many things). Cutting
is a sprint to a position that the thrower can get the disk to you.
(The emphasis here is on sprint. If you jog, you are just
helping the defense of your opponent).
There are some key concepts that will make not only you more effective, but
the rest of your teammates as well.
- Cut to the disk. This sounds really simple, but an amazing number
of people don't do it. You want to be running towards the thrower, so that
they can try to put the disk in your chest.
If you are running away from
them, or perpendicular to them, it makes the throw much more difficult.
There are a number of reasons.
- The throw is more difficult. I know I just said this, but the actual
mechanics of throw, and the margin for error are harder and smaller
respectively.
- You cut off other cuts. Because you're coming across the field,
your teammates can't cut into the thrower because you're in their way.
Additionally, the thrower can see less of the field.
- Your defender can 'poach'. This happens when, as you run across, you
run into the area that the mark is preventing from being thrown. As a result,
your defender will stop, and thus cut off a majority of the throws that
were open to your thrower.
- Look at the thrower. This means even if you are running
away from the thrower, look over your shoulder at them. It could
be that your defender has stopped and you're wide open, and the thrower
just wants eye contact.
- Cut to the open side. This is obvious, but hard, since your
defender will be trying to take this away. You'll have to fake and
try to get to the open.
- Cut opposite the last cutter. If the last cut was to the open
side, cut to the non-open (or
break mark) side. If your thrower has the throw, you should
be open, and if not, you're leaving a lane for the person behind you.
If the previous cut was to the non-open side, cut to the open side.
1.6.2 Pivot
Ultimate Frisbee steals rules from all sorts of sports. One of them is
basketball. In basketball, once you have the ball, you must establish
a 'pivot foot'. This gets done when you move a foot. The other automatically
becomes the pivot. You typically want this to be your non-dominant foot
(ie left foot for right handed players, right foot for left handed players).
Once you have the disk, and are getting ready to throw, you want to make
sure you pivot. This is done by stepping back and forward on a line that
is parallel to the goal line. This forces the mark to be more active
and allows you to get an open throw to your cutter. Probably 90% of all
hand blocks are because the thrower didn't bother to fake and pivot.
O.K., so why on the line? If you pivot backwards and forwards (ie
perpendicular to the goal line) you end up with your back to half of
the field. It also makes it fairly easy for the marker. By pivoting
along a line (while staying balanced) you keep the whole field
in front of you and get good vision.
A good pivot with the lines of sight
A bad pivot with the lines of sight
1.6.3 Clear
So, you've just made a hard cut from the back of the stack and you didn't
get the throw. Why? Who knows. Maybe the thrower doesn't like that throw
(ie they're not sure they can complete it), or maybe your defender was right
on you, or maybe someone poached. However, it doesn't really matter, you
need to make sure you get out of the way, and get your defender out of the
way so that someone else can cut in. If you don't do this, then you
are clogging.
This is the 'Clear'.
The other time you need to clear is when you've just thrown the disk. Unless
your throw was a real stinker, take off upfield as soon as you've let it go.
If you do this you'll be extremely hard to cover. But, make sure you
look back at the thrower.
So where do you clear to? Normally you want to loop out and around to the
break mark side. Then you want get to the back of the stack so that
you can cut again.
However, if you know you have someone coming behind you to the break mark
side, then cut hard back to the open side and get out.
The key to clearing is to run hard! Not just on the cut, but also
on the clear. If you are lazy on the clear then you're going to prevent a
lot of people from having open cuts.
1.6.4 Stack
The 'Stack' is a line of offensive players away from the thrower setup to
make cuts. I've actually cheated and shown you diagrams for stacks when
I did the diagrams for the force.
The reason for a straight line (mostly straight at least) away from the thrower
is to try to allow for nice clean cuts, without 'clogging'.
The concept is that you normally want the front of the stack to be 15 to
20 yards away from the thrower, and the back of the stack to be 10 to 15
yards from the front of the stack. You also want to be at an angle to
the thrower to the force side, as illustrated in the diagrams for
the force.
Now, normally when you're on offense, you'll call positions. These positions
are normally:
- Short (or handle): These are the people who will
be working the disk slowly up the field and will handle the disk most of
the time. They are typically the best throwers on your team.
- Middle: These people are the ones who work the middle of the field
and are normally the 3rd and 4th cuts.
- Longs: These are typically your speed daemons. People who
you think can beat their defenders down the field.
Now, there are two common ways to line the stack up.
- Shorts, middles, longs: Here you line up in the order that it's
been called, and the longs will break from the back of the stack, the middles
from the middles, and the shorts from the fronts.
Note that if the defense is setup right, several cuts are through defenders
and the open cuts are to the break mark side. Also, the numbers that are the same are indicative of cuts being made at the same time.
- Shorts, longs, middles: Here, you line the longs into the middle
of the stack, and the middles at the end. The goal is to have the middle
defenders behind you, allowing the easy front cut, and the long defenders
in front of the longs to allow the easy deep cut. Shorts still cut from
the front and need to shake a defender.
Note here that if the defense stacks up normally, but the middles and the
longs should get open on the defenders, as the defenders are hedged the
wrong direction.
After that, there are endless variations.
2. Advanced
Wow. I have about 18 pages of html, and that is just the basic stuff. This
means that the advanced stuff is going to take me way too long and be
way too big. All this for a simple game! ;)
2.1 Advanced Catching
So you can catch the disk one handed, and you rarely drop. Why not
add more difficulty?
2.1.1 Attacking the Disk
Even if you are running at the disk, a lot of time you are waiting for
it to hit your hands or hand. The better way to do this is to
'attack' the disk. Not only do you run towards the disk, you reach out
and try to aggressively grab the disk. This is critical for the times
that you have a fast defender right on you. They only have to knock it
out, you have to catch it, so attack. This is something you have to
practice in the throw around. It makes an amazing difference in how
hard it is to catch the disk. However, it will help to take you
to the next level.
2.1.2 Spin
Which direction is the disk spinning when you catch it? Ever think about it?
Backhands and forehands spin opposite, and when you're making the one
handed catch, you want the disk to spin into your thumb so that the rim
will get caught on your thumb. But, this means there is a difference between
whether or not you hand is palm up or palm down, and whether or not you're
catching right handed or left handed. Just try to start paying attention,
and after a while, you'll just start instinctively using the correct hand
and grip.
2.1.3 Bid (or Layout)
This is the advanced catching technique. Catch a disk that is at
the limits of your reach while you're in the air and hold on for your impact
into the ground. It is cool. It can also really hurt.
However, this is VERY IMPORTANT! You need to land on your chest, not
on your side. The tendency is to reach out and rotate to your strong hand
side. This rotation as opposed to be being straight out (ala Superman)
is about 1/4". It's not worth it. The problem is the impact when you hit.
When you land on your side the impact will whip your head around and give
you whiplash. This is the best case scenario. The worst case scenario
is that you will land on your shoulder and separate your shoulder, dislocate
it, or break your collarbone.
I'm speaking from experience here. I broke my collarbone on a right handed
defensive bid and was out for 2 months! I was in excruciating pain for
3-4 weeks and mild pain for another 3-4. Please land on your chest.
If you find you're trying and you're still landing on your side, try catching
or defending the disk with your non-dominant hand. This should force you
to level out.
Here are 2 pictures that show a good bid and a bad bid. These photos
are from New Year Fest 2000, and were taken by
Tom Polakis. The rest of
the images, and more than just my cut out, can be found at:
Tom's New Year Fest
Page(http://www.psiaz.com/polakis/nyf00/nyf.html), along
with other great pictures.
Now, remember, ANYONE who does the layout, is a stud! I'm
just trying to prevent injuries. The people who layout are the people
I like to play with, because they play the game with passion and
intensity.
Note here that both arms are level. When she hits the ground she'll
probably touch it with her left hand first, and then bounce off of her
stomach and chest.
I'm guessing that this person is left handed. Notice how her
left hand and arm are lower and her right arm is up in the air. When
she hits the ground, the first thing to hit will probably be her left
shoulder, followed by her side. If she slightly over rotates, trying to
roll through the jump, she can land on the back of the shoulder and
break the collarbone or scapula. The right side of her neck was probably
sore the next day from her head being whipped towards the ground by the
impact.
2.2 Advanced Throwing
So, you're throwing the backhand and forehand and you feel comfortable,
why not start working on the wacky throws?
2.2.1 Hammer
The hammer is a throw where the disk leaves your hand over your head and
goes from almost vertical to upside down as it gets to the receiver.
So, why throw it?
- Since it's upside down at the end of it's flight, it drops very quickly
and can get over the head of a defender and to a receiver.
- It is a good break mark throw, as the marker has a hard time defending
a normal backhand and this throw.
- It's good for going over a zone.
- It's good for going across a defense, because it's so high as it
passes the people it can't be easily blocked.
And when is it really stupid?
- In high wind, the aerodynamics make it extremely unreliable.
- It's tough to throw it a really short distance.
- When you have an open easy throw. :)
- The Grip: This uses the same grip as a forehand.
- Preparation: Your hand is directly over your head, so that the
disk is actually on the non-dominant side of your head.
- Release: Really snap your wrist, and get it out there. The
spin is critical, and you just need to snap hard.
2.2.2 Blade
The blade is a throw where the disk stays vertical for it's entire flight
path. This can also be called the 'taco maker' because if it hits the ground
it does a pretty good job of warping a disk into a taco shape.
The only real time to throw it is when you have a cut coming right at the
back of the 'mark'. You want it over the 'mark's head and arms but you want
it to drop quickly for the person cutting in.
Other than that, don't throw it. The
hammer is better in most cases.
- The Grip: Hold the disk just like a forehand.
- Preparation: Hold the disk vertical, directly above your head.
- Release: Snap your wrist slightly and throw the disk so it
is completely vertical.
2.2.3 Scoober
This throw is essentially a high release, upside down, forehand to the
backhand side. Make sense?
Why use it? It's sometimes useful for that break mark throw that you
only want to get about 10 feet. It releases quickly, and drops quickly,
giving the defense little time to get to it.
Why not? You can probably accomplish the same thing through a good pivots
and fakes with a backhand.
- The Grip: Hold the disk just like a forehand.
- Preparation: Hold the disk upside down, with your arm parallel
to your shoulder, across your body.
- Release: Snap your arm from the elbow to the hand, and then the
wrist to get this to float out to the receiver.
(This is a crappy picture of the release. It's tough to photo
with my crappy digital camera.)
2.2.4 Thumber
I could imagine absolutely no time when this pass could be useful in a game.
Then a veteran player used it on the goal line in a game to hit a person
cutting across from the open side to the break mark side. The reason he
used it, was because at the end of it's flight path, it would curve back
into the receiver. Don't try this at home, boys and girls.
- The Grip: Hold the disk upside down. Place your thumb on the
inside lip and your first two fingers on the opposite side of the disk.
(What you would normally think of as the top of the disk if the disk weren't
upside down). Place your two smallest fingers resting on the outer edge of
the lip.
- Preparation: Hold the disk upside down, with your hand slightly
above your shoulder arm outstretched on the forehand side.
- Release: Snap your wrist and with very little arm motion.
2.2.5 Push
This is the last of the passes that I know of that has even a tenuous
possibility of being useful in a game. Even then, I question that for this
throw.
- The Grip: Hold the disk just like a backhand.
- Preparation: Hold the disk with your elbow next to your body
and your hand pointing straight out.
- Release: Push the disk straight forward, with no wrist. It
will wobble like a dead duck, and then hit the ground.
2.3 Advanced Defense
Just when you thought it could keep going on, and on, and on.... We're
back to defense. If I can keep this up I'll have this done by the time
I'm 40.
2.3.1 Advanced Mark
Now that you've gotten the basics down, just enough to be a pain, now
it's time to become unbeatable. Just remember, if your man completes a throw
to the open side, it's your team mate's fault.
2.3.1.1 Strike
The 'strike' call is something that should come from one of your teammates
to you as the marker. It is a fast way of saying: "I've been beat, switch
your mark for a 2 count, then switch back". That's it.
The most common problem is that the defender calls this after the thrower
has released the disk. Nothing you can do here. Stay on defense and don't
let it happen to you.
2.3.1.2 Distance
How far away from the thrower are you? There are 3 ways to play this.
- Body up: Put your body right on the mark side of the thrower.
Be physical, and make him worry about you. The problem with this, is that
if you have a veteran thrower, he'll pivot into you on the break mark throw
and call foul, because the rules state you have to have a disk width between
your body and his.
- Stay a yard back: This is appealing because you can cut off more
of the angle for the thrower. The problem here is that you've pretty much
given up the break mark swing throw.
- Get barely more than 1 disk away: This is probably the
best. It doesn't allow the wiley foul call, and doesn't give up the easy
swing pass.
2.3.1.3 Hand Position
And we're not talking about when you're standing on the sideline. :)
When you're marking, where exactly should your hands be?
When I mark, I want my back hand up, to prevent the hammer, and my
forward hand parallel to the ground, about 18 inches off the ground.
To get your front hand this far down, you need to bend at your knees
and have most of your arm down there.
The reason I like my front arm that low, is because the really good players
all seem to drop down and release the disk from fairly low. I can not
count the number of times that I've come across to try to get the hand
block and come over and down, just to watch the disk sail under my hand as
it's coming down. If instead, you just come straight across, but low,
you can get some hand blocks on some very good players.
2.3.1.4 Counting
One final little thing. I've noticed that some people actually count
louder as they get higher in the count. I prefer to get quieter. The
thrower has to be able to hear you, but that's it. By being quiet, you
can prevent the rest of the offense from knowing how high in the count they
are. This forces the thrower to yell it, and means it's one more thing for
him to be worried about.
Is this a small thing? Yes. Does it make a difference? I don't know, but
it can't hurt.
2.3.2 Zone Defense
Up till now, every defense I've explained has been man-on-man. However,
there are times that instead you want to go with something else, and that
something else is typically some kind of zone.
These defenses are called a 'zone' because instead of being responsible for
a person, you are now responsible for a section of the field or a particular
responsibility. This means it is even more important than in a man-on-man
defense, that you do the right thing, because if you don't it will fall
apart quickly.
They times that you'll use a zone the most are:
- High Wind: This makes throws like hammers and other throws
much more difficult and reduces the margin for error. Zones are typically
trying to cause a lot of passes, and the more you cause, the better your
chance is that they offense will make a mistake.
- An Inexperienced Opponent:An inexperienced opponent might not
be used to seeing it, and this can lead to the quick turnover and score,
and can really turn the momentum of a game around.
- Bad Match ups: If you don't match up with your opponent well
on man-to-man, you'll go zone to try to limit that impact.
Zones have endless varieties, and I don't know them all. I expect that this
section will grow the fastest as the veteran players offer me input on
what can be added.
2.3.2.1 3-2-2 Zone Defense
Most zones are named by the number of people short, middle and deep. That's
why this is a 3-2-2.
You have 3 people in the 'cup'. The cup is the group of defenders that will
follow the disk to every thrower. These need to be people who can run hard
and are in good shape.
One person in the cup starts the 'mark'. The rules say you can't have
another person within 3 meters of the thrower, so make sure that you
you don't double-team. The other two people are arrayed around to try to
shut down the angles.
You have 2 people who are 'wings'. Their responsibility is to prevent the
disk from moving up the sideline on a swing, and to try to prevent the
'poppers' from getting the disk in the middle.
The last 2 are the deeps. This is typically a 'short deep' and a 'deep deep'.
The short deep is responsible for making sure that the two wings know where
the offensive players are, and is also responsible for helping the
'deep deep' if they get 2 people back.
The 'deep deep' is the person responsible for the long throw. They should
never let anyone behind them. This person is generally the tallest
and faster person on the defense. If they end up with several offensive
players back, they call for help from the 'short deep'.
2.3.2.2 3-3-1 Zone Defense
The 3-3-1 Zone is slightly different from the 3-2-2. Instead of having
a 'short deep', this person comes in and is part of a second line with
the 'wings'.
The 3 person cup is the same. Run until you heave.
The 3 person middle is now a little different. The 'middle middle' is
now responsible for telling the cup where the 'poppers' are coming into
so that they can try to shut it down.
The 'deep' still makes sure no one gets behind him, but also has to
communicate with the 'middle' line on where the deeps are coming in
and which way they need to go. And most importantly, this person needs
to know when to scream for help.
2.3.2.3 Clamshell
Ok, so the idea behind the clamshell is to put one person on the marker
and the other six people to put 3 people on either side of the stack
front to back. (I'll add a diagram later). What you then do is have
the front people take the first cutters, and the backs take the deep
cutters. It really works best off of a set up stack. You want to
take the person coming in until they break it off, and then
try to hold the zone for the next person coming in. Normally this is
only good for 3-4 completions when you should transition to something else,
probably Man.
Additionally,
The Ultimate Handbook - The Clam description is really good and detailed.
This is different than I've seen it played, but looks to be a good
variation that should be effective.
2.3.2.4 Sideline Trap
The goal of this Zone is to really put the hurt on the opposition if they
take the disk to the sideline. A lot of times, it will start out as
a 3-3-1 or a 3-2-2, but will switch to a sideline trap if the disk goes
to the sideline. You can see, given the number of people crowding
one side of the field, it would be tough to get a disk up field.
The only thing the offense can really try to do here is either thread
a pass, which is risky, or try to go break mark across the field.
As the marker, you have to prevent the break mark. If they make it to the
far side, they're going to run straight up the field because your team
is so heavily weighted to the sideline side.
2.3.2.5 1-3-3
This can also be run as a 1-3-2-1, in which case it's also called a 'Christmas
Tree' due to its appearance when viewed from above. Here the goal is to make
it so that the handlers have absolutely nothing down the field. The second
row of three will play up a little tight (but not a cup) and try to flow with
the disc. The hope is that they can jump a lazy floaty throw that tries to
come all the way around the chaser. The number of defenders behind the
chaser should mean that you'll see a lot of swing passes.
2.3.3 Other
This is for advanced defensive techniques that don't seem to fit anywhere
else.
2.3.3.1 Play The Disk
One of the classic beginning mistakes that people make is on the deep
throw, or the floaty throw (who cares if floaty is a word :) is to play
the person instead of the disk. This means you see the other guy slowing
down, looking at the disk, you slow down, you end up body to body, and the
disk ends of 5 yards away. The really experienced offensive players will
sometimes bait you. Slow down, look like they're going to jump, and
then sprint to where the disk is going to be.
2.3.3.2 Catch The Disk
This is extremely simple, and extremely hard to do. Catch the disk.
A lot of times on defense you'll see a person swat a disk, or slap it down.
Those must be caught. I guarantee that if you play any length of time at
all you'll see a disk that is slapped, and the offensive person gets it
off the hit.
The second part of this is to try to catch the disk all the time.
Even on the layout bid, imagine you are on offense. It's your disk to
catch. This allows you to gain possesion, and increases the chances
you will get the turn. This is because there are times where you're diverting
the disk at the last second. If it's almost in the offensive players
hands, then that little diversion might not be enough to prevent the catch.
But, if you catch it, you'll be pulling it straight out of where they
can catch it.
2.3.3.3 Defending the 'Give and Go'
There are two different varieties of 'Give and Go' offense, that derive
from two different situations. The first is where the thrower is
throwing to a covered man and immediately running. The second is where
the defense has broken down and you have one person covering two people
so they try to just "walk" it up the field by playing keep away from
the one defender.
The first is defended by, as a marker, making sure that your first step
after the throw is across the thrower's path. There is no reason, as a
marker, you should be beaten like this twice in a row. After the first
time, make sure you cover this. The reason this works is because you
have an advantage. You are a yard ahead of where they want to be, so take
away their angle and you've stopped that. To do this you must make sure
as a mark you are in an "athletic position". This means knees bent, a
low center of gravity and ready to move. When the disk is released, make
your move. Don't stand up and look to see if it's completed. Assume it
was and shut down the thrower.
The second is defended by covering the person without this disc.
It's a hard thing to train yourself on, but when you are in this position
your job is not to get the turnover, but to stop the offensive progression
until the defense gets to the marker. Once you recognize it's a two on
one, immediately jump the person without the disc. Focus your effort on
stopping them from getting it, and now the thrower has to find someone
else and you have effectively stalled easy offensive movement.
2.3.3.4 Advanced endzone defense
There are two portions of endzone defense that are critical. One is strategic
and the other tactical. The strategic is to defend the front cones, the
tactical is to focus on your footwork.
Defending the front cones means that you want to prevent the score from
happening by having an offensive player catching as they run towards the
front cone. From either side, this is the easiest throw and catch to make.
As a result, you need to shut it down. Cheat to the cone side. If your
man breaks hard towards the cone and you shut it down, as he clears out, look
around and make sure no one else is coming to that cone. Stay and poach it.
The danger here is the swing pass that leaves you way out of position versus
the other cone. What you need to do is balance the threat on the front cone
versus the distance between you and your man. Once your man is far away or
the threat to the cone seems to have diminished, bust tail to get to your
man again.
As for footwork, this is one of the first places that basketball footwork is
more important that football footwork. The key is to square up on your man
and make sure you don't cross your feet. The instant you cross your feet,
you're dead, because you can't reverse course. Try to "shuffle" as fast as
you can. Your advantage on defense is that the endzone is only 25 yards
deep. That means the deep threat is much less, so you gain more advantage
from fronting. Remember...if your man doesn't catch it in the endzone
you have done your job.
2.4 Advanced Offense
So, someone throws a Zone on you, or has a hard mark, or just is playing
great, how do you beat them individually, and how do you beat them as
a team?
2.4.1 Zone Offense
The key to a good Zone Offense is patience. A lot of times it looks
like the deep throw is open, but try to resist. Most zones are designed
to get you to take that throw.
The joy of a Zone Offense, is if done right, you can punish
the cup. If you have a long point where your handlers move it back
and forth quickly, you have an opportunity to make the three fastest
people on the defense dead tired. Make it a goal.
One of the real keys to being effective against the zone is recognizing
it early, and getting your team set. The way I recognize it the most
is when I see 3 people just hauling ass down the field. They'll have
their heads down, and running as hard as they can. You almost never
see this in man, and if you see that, recognize it, and call it out.
One strategy that you don't see used a lot, but is effectively if used
sporadically is to simply flood the deeps. This works against just about
every zone. Designate one person the deep thrower, and have the poppers
and deeps watch. As it swings to that person, send them all deep. If
your deep thrower is good you've just setup a 4 on 2, and if you don't score
it will gain some big yardage. Make sure you set your deep thrower where
he/she likes to throw from to maximize your possibility for success.
2.4.1.1 3-2-2 Zone Offense
Ok, the diagrams here are confusing. Here are the roles as I see them.
- Handlers: Their goal is to move the disk back and forth, hopefully
getting a deep coming up the line right after a fast swing, and if not
they should enjoy watching the cup run to them and away from them and by
them, and around them.
- Poppers: These two people will work the middle of the field.
They're trying to get into open areas in the zone. If need be, they
will swap sides of the field. If the deep comes in, they can go out
to be a deep.
- Deeps: Your job is not to just be deep. You need to be running
up as the swing happens, hoping to get the up the line pass, and you need
to make sure that the deep defender has to watch you all the time. Move
up and back, side to side, try to get behind them and then run by. Keep
them guessing.
2.4.1.2 3-3-1 Zone Offense
The roles of the various players are exactly the same as for the 3-2-2.
You should have a little more in the middle of the field to work with
and a little less deep. Still, you need to work.
2.4.1.3 Clamshell
The easiest way to break a clamshell down is to take a few short throws.
Get that first throw out as a dump, then get a swing or two, and then the
clam will break down, then try to take advantage of the confusion.
2.4.1.4 Sideline Trap
For this offense, you need to simply try to avoid getting trapped on the
sideline. If you do , you need to try to get it back to the middle of
the field quickly. If you can, you should have a bunch of field to play with
and an easy gain.
The poppers and the near deep have to run, trying to get into holes. The
middle handler needs to try to see a window to the thrower.
2.4.2 Dominator
I'm sure this has other names, but this is what I know it as. The concept
behind it is simple. It is a statement. It says, "I think the best
3 people on my team are better than the defenders you're going to put on
them".
So, what happens is those 3 players work the disk up the field, and the other
4 on offense just work in a weave to keep their people busy in a mess in the
middle, but well away from the 3 handlers.
Variations on this will have the dominator work the field halfway up, and
then revert into a normal offense.
2.4.3 Give and Go
In this setup, you have two players who are handlers. Now, you were
paying attention earlier when I said you should take off as soon as
you release the throw, right? Well, this is all this is.
The thrower normally hits his cutter on a fairly short pass. He immediately
explodes out to the open side, behind the new marker. The thrower then
throws it right to him, and continues the attack.
This normally breaks down after about 3 or 4 passes at most, but it can
eat a lot of field extremely quickly.
2.4.4 Break Mark
I had a hard time deciding whether or not this was a throwing technique
or an offensive technique. I settled on offense. There are really
4 ways I can think of to break the mark, that aren't trick plays. I'll
even include one of those.
2.4.4.1 Inside Out
This throw is accomplished by throwing just in front of the marker's hand
and going inside out. This causes the disk to end up on the break mark
side. This is really only effective on the forehand, as to get this
on the backhand, you end up with your arm and release point too close
to your body.
In some cases, you may actually see people reach past the mark's arm
for the release. This is legal, and has happened to me way too many
times. Especially with those tall, skinny guys. Oh, I hate them...:)
2.4.4.2 Stretch Backhand
If you are being forced forehand, this is a great throw to have in the
arsenal. You're throwing the backhand, and you stretch all the way
out straight across on the backhand side. Holding the disk at about a
45 degree angle to the ground, you throw the backhand, so that it curves
around the defender on your cutter, wide open on the break mark side.
You must practice this at throw around. Otherwise you'll either
throw it into the ground or float it 10 feet up.
Here's a break where you go over their arm.
Here's a break where you go low. This is my preferred backhand breakmark
2.4.4.3 High Release
This works primarily to the backhand side, on a forehand force. Simply
take the disk in a backhand grip, and fake low. Then, elevate up and
release the disk softly from above your shoulder.
Please note, you can't take your pivot foot off the ground,
If you do, it's a travel. So, go up on your toe, but don't come off the
ground.
This is just two different shots of the same throw, showing the
defender hand position and where you're going.
2.4.4.4 Hammer/Blade
This is the simplest of the break mark throws, if you have it. Simply
throw it over your defenders. This isn't rocket science.
A variation on this is to fake this convincingly, and get your defender in
the air and then switch to the easy throw.
2.4.4.5 Hammer Hold
This is a 'veteran move'. (That means that you'll consider it sneaky
and devious, but completely legal.)
For this throw, fake the hammer hard. But, instead of pulling the disk back,
hold it out there, over the head of your marker. If you do this right, he'll
turn around to see where it's gone, and you now have the easy throw.
This is only good for once or twice on a fairly inexperienced player.
2.4.5 The Rule of Thirds (Courtesy of Jimmy Price)
This is a simple rule, that is remarkably good at telling you when you
shouldn't throw certain disks. Here is how it works.
Divide the field into 3 equal parts, long ways. (So the endzone is
now in 3 pieces).
Now, never throw a pass that is in all 3 zones.
Simple isn't it. :) So, in Zone 2, you can hit any zone. This makes sense,
you're in the center of the field. However from either Zone 1 or 3, don't
hit the other zone.
The reason is simple. If you do try a 3 Zone pass you're probably throwing
across all of the defenders, giving them a shot at either the disk, or a poach.
If you only go with 1 or 2 Zones, the defenders should be much more spread
out, and they shouldn't all be in your zone.
2.4.6 End Zone Plays
There are a lot of these. Off the top of my head, I've included the
2 that I'm the most familiar with. I'm sure I'll add more as I get input.
2.4.6.1 Moses
This play is so named, because the goal is to have the defenders part
like the Red Sea, allowing the receiver to walk (ok, not really) up
for an easy score.
Here is how it works. Create the stack like normal. Then have every
other player break to the same side. The last player makes a quick
fake as everyone else is moving to the sides, and then comes right up
the middle. The thrower puts the disk there, and you have an easy score.
You'll notice in this diagram, everyone is moving on 1, except 'Moses'
who needs just half a second to cause doubt and let everyone get out
of the way, before he makes his cut.
2.4.6.2 Flood
Ok, this is not named the 'Flood' because all End Zone plays have to be
Biblical. ;) It's so named, because you flood the break mark side of
the field just enough to cause the person you're trying to hit to
be wide open to the open side.
The way this works is to have a stack, and then have everyone but the
person you called, all break to the
break mark side at the same time.
The called person, fakes with the rest, which should cause the defender
to bite, because his peripheral vision is picking up everyone else too,
and then goes to the open side. Ideally, he's wide open.
2.4.7 Cutting
Cutting is all about making a move that gets you open space between you
and your defender.
Now, I'm not particularly fast, so i can't just rely on speed to run away
from my defender. Here are some techniques that I use that I've found
that work.
2.4.7.1 Head
Watch the head of your defender. Start jogging down the field and watch
their head. If they're not looking at you, they can't see your cut. They'll
watch you, and then they'll peek back to see where the disk is. As soon as
they do, make your cut. This should give you a at least 5 yards.
2.4.7.2 Pick
What?! The pick is illegal! Damn straight, and on top of that it's just
a bad idea. But what about the fake pick? Run towards that big mass of
people, that if you run through, is surely a pick. Your defender will
anticipate the pick, and slow down. Then, cut out to the open side.
It's pure evil. I'm glad I just thought of it. :)
2.4.7.3 Body Cut
Here the goal is to use the natural human reactions to your advantage. Run
parallel to the goal line, with your defender right next to you. Make a fake
towards the defender. Their first reaction is to pull up to avoid a collision
you have no intention of causing. Immediately make your cut. This should
be good for about 2 yards.
3. Strategy
So far, most of the things discussed have been tactical in nature. They
address how to win the little battles, or how to have better technique.
However, there are times when you want to think of the entire strategy
of the game. What are things that you can do at a grand level to
help your team win?
3.1 Field Position
This is a fairly basic concept. It says, "It is better to have your opponent
turn the disk over short, as opposed to long". The opposite is clearly true
for you, "It is better to turn the disk over long, than short".
It's obvious, right? So what can you do to cause this to happen?
The first thing is that if you're the thrower, and it's gotten to a 9 count,
don't go for the dump pass. You're probably going to get forced into a
crappy throw. Otherwise you wouldn't be at a 9 count. So, go with the
longest down field throw you have, in the area of one of your teammates. If
you don't get the completion, you've just forced your opposition to add
another 20 or 30 yards (hopefully) to their offense for the score.
When you're on defense, this means you want to force the team to turn it over
short. The easiest way to do this is to make it so that the long pass
doesn't look open! If they have someone they keep throwing to long, make
sure you always have someone right with them, or right behind them. This
will force more short throws, and hopefully cause the short turnover. Saving
you 20 to 30 yards on offense.
3.1 Choosing the Mark
So, you're standing on the line, getting ready to throw off, and you call
a mark. Why do people choose what they do? Here is how I do it.
If it's an inexperienced team I'm facing, I want to force them forehand.
The forehand is the throw that most beginners lack, so force them to throw
it, and hopefully you can get the turn.
If it's an experienced team, I've found that most experienced players are
more versatile on their forehands, so I like to force them backhand.
The last thing to consider is other field considerations. The fields I play
on have a lot have trees lining the side. The field tends to be close to the
trees, so I like to force that side because if the thrower throws the curving
disk that side, it may very well hit the trees. Consider it your 8th man.
3.3 Out of Bounds Turnover
This is a case on choosing what to do with a disk in the air.
The offense throws a disk that is supposed to be a curving disk, and it
starts out and is supposed to curve back in. But in this case, it never
curves back in.
In this case, it is better, on defense NOT to catch the disk out of
bounds, but instead, let it hit the ground. If you catch it, you then bring
the disk in on the sideline where you caught it. However, if you let it
hit the ground, you get to take it on the sideline where it went out! This
could make a huge difference in your field position, as well as the ability
of your offense to get setup.
3.4 Pick
Ok, so the unthinkable has happened, and you ran through the stack
and caused a pick. Your man called it. There are two things you can do.
- Let him catch up to you
- Walk back to him
Choose #2. This is a veteran move. The rules state that the defender
is allowed to catch up, but if you've already cleared the stack, you
are probably now in an open area of the field. This means you are now
clogging, and your first move really needs to be to clear. But,
if you walk back to him in the stack you leave that area clear for either
you to resume the cut on the disk in, or for someone else to cut to it
immeditately.
Sources
- Simple Rules to Ultimate
- Full Rules to Ultimate
- Different Grips for
Different Throws
- Ultimate
Frisbee Testosterone Page
- Beginner's Notes -- The Stack
- How to Teach a Forehand
- Throws
Helpful Hints
- Trim your fingernails. Otherwise, the disk will happily rip them back
for you.
- Run to the disk. Don't wait for it.
- Catch it before you look where to throw it.
- Take your time on the throw. You have 9 seconds. (Punt at 9).