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THROWING
IN THE PRESENCE OF A MARK
By Jim Parinella
One of the traits that distinguishes the top players and teams from lesser
ones is the ability to throw effectively in the presence of a mark. Many teams
look for a mark-breaking pass as the first option in their stack offense.
Other teams rely on the thrower to be able to put it in the corner regardless
of the mark for their endzone offense. However it is used, the break-the-mark
pass should be an important part of any offensive scheme.
When I grew up in this game, breakmark throws were a magical thing, only to
be used by the wizards we knew as handlers. A couple of the guys could throw
these wicked backhand airbounces, and one player used a forehand airbounce
almost to the point of throwing nothing else, and a well thrown overhead was
a rarity. Now, breaking passes come in a lot more flavors (scoober, inside
out, high release backhand, curving throw around the mark, step through the
marker and call foul, etc.), and a larger percentage of the players can execute
them well. At the club level, being able to throw a ten yard pass against
the mark to a wide open receiver should be considered a basic skill. If a
player can’t do this, he is a huge liability on offense, especially against
a zone.
How exactly to break the mark depends on what you are comfortable with and
what the marker is giving you, since several options exist. The well-rounded
player should be able to use whichever method is most convenient, but each
of us will develop a favorite.
Inside
Out (or Invert) Pass
Probably the most popular method is the inside out (or invert) pass, the equivalent
of a slice in tennis or golf. This would be, for example, a forehand throw
to the backhand side of the field to a hard cutting receiver when the force
is forehand.
How to throw it: Good extension is important. Begin by making some
sort of fake to get the marker off the forehand (perhaps a pivot to the backhand
side, or a fake overhead, or even a slight lean to the backhand side without
actually stepping will usually open up some room), then step sideways and
release the pass flat or with a slight inside out tilt. You can step forward
as long as you make sure that your hand and shoulder goes with you. If it
trails behind, your body is then out of position and a bad throw usually results.
When to throw it: When the marker is close and is really exaggerating
the force. When the marker is upright.
Advantages: It’s a quick throw that usually doesn’t require a lot of fakes.
It can be thrown under the defender’s arm, or the thrower can step out and
throw it past the defender. It’s a fairly natural throw.
Disadvantages: When thrown to a receiver cutting across the field, this
throw has less of a margin of error, since it is usually a fast moving pass
coming from a non-optimal angle. Often, the throw has to go by the defender.
When marked tightly, it is often easier to fake and throw around the mark.
Airbounce
or Floating Backhand
It is more difficult to master the technique of throwing around the mark,
but once done, this is probably a more reliable throw than the inside out.
How to throw it: In the above example, this throw would be done by
faking the inside out hard so that the marker tries to block it, then pivoting
and stepping around the mark to throw an airbounce or other floating backhand.
Again, good extension is important. On the forehand side, most often you should
step backwards a little bit and throw a curving pass around the marker.
When to throw it: When the marker is playing more straight up. When the
marker is very aggressive and bites on the inside out fake. When the marker
is far off (big curving throw required).
Advantages: This throw comes in at a better angle than the inside out.
Since it is a floating pass thrown in front of the receiver, there is more
margin on the velocity and placement of the throw. Sometimes a quick release
will catch the marker off guard.
Disadvantages: The throw is often blind, since the marker might be blocking
the thrower’s view. The thrower often has to extend himself a lot, making
him off balance. A good marker might not bite on the fakes, making it difficult
to get this throw off. This throw won’t travel very far, so it can be used
reliably only for short passes.
High Release Backhand
The high release backhand is thrown from shoulder or neck height over the market’s
shoulder and should travel flat and float.
How to throw it:
a)
Set up with a backhand grip with your back to the marker. And the disc in front
of you. As the cut is being made, throw it quickly over the marker’s arm.
b) Face the marker, and then quickly pivot and throw it over the marker while
stepping. Extra effort should be made to put a slight inside out edge to it,
to guarantee that the pass doesn’t turn over too much.
When to throw it: When the marker is low, perhaps because of a height
mismatch.
Advantages: Difficult to stop, especially for a tall thrower. Great pass
on calm days or at altitude since it quickly gets past the marker and defender.
Disadvantages: Less effective in wind. Hard to throw when the marker
plays off the thrower.
The Scoober
The scoober is thrown with the forehand grip over the backhand side shoulder
of the marker. It is best used when on a tight mark to a wide open receiver
coming back toward the disc on the break side.
How to throw it: Just throw it out there as flat as possible and let
the receiver run to it. Make sure that you turn your shoulder all the way across
your body so that your back is slightly to the marker when you throw.
When to throw it: When the marker is off you. When the most desirable
passing lane is directly through the marker and you can’t get it around him.
Advantages: Cool throw. Quick release, especially for those players who
hold the disc with the forehand grip while pivoting.
Disadvantages: Cool throw, so the thrower can easily get infatuated with
it and use it too much. Sometimes the disc can stick in the hand and either
go right into the ground or have too much hyzer and not float at all.
The Hammer
The hammer (normal overhead) can be a great weapon. It is most effective when
thrown to a receiver cutting away from the thrower at a 45 degree angle. Usually,
the defender is fronting the cutter, the rest of the defense is on the force
side, and a large area is open. This can be used for anything from a soft 10
yard throw (almost like pushing a dart) to a huck.
How to throw it: Forehand grip, similar motion to throwing a football.
The release point determines the arc of the pass (early release flies high,
late release flies low).
When to throw it: In the zone, to get it over the marker and the cup.
When the receiver is cutting away from the disc to the backhand side.
Advantages: It reaches the receiver quickly, so the defender usually
has no chance at it. Since it’s a leading pass, the receiver will often catch
it with his defender several yards behind him and out of the way (if you’re
coming back to the disc and your defender is behind you, he is still in the
way of your next throw).
Disadvantages: Often dropped, even if it’s well placed. Less margin for
error if the throw never flattens out. Hard for the receiver to catch in a crowd
if it floats. Harder to master.
All of these choices involve either faking the marker out of position or throwing
it around a stationary marker. The latter requires a quick release. Hot box,
with its lower stall count and quick short passes, can help a player develop
quicker throws. The former requires believable fakes. A good fake will look
like a normal throwing motion up until the time of release. Indeed, often my
"fakes" are just throwing attempts that are aborted because of good marking.
This means that a fake involves more motion than just the arm, that it is done
at normal speed, and that it sets up something else. Faking just for the sake
of faking is usually counterproductive. (Often while faking, some cut might
open up suddenly, and the faker will be out of position.) Usually, the fake
will be of the "fake right, throw left" variety. Fake the inside out forehand,
the marker steps over to block it, then pivot quickly to the backhand before
the marker can adjust. One way to set up the backhand huck is to throw a quick
backhand fake, step around as if you’re throwing the forehand around the mark,
then take the full step across for the long backhand. Sometimes you might have
to do this several times before the throw is open.
Even when you are planning on throwing around the marker, a quick misdirection
move will open up the throwing area more. Before an inside out forehand, sometimes
a quick overhead fake will get the marker standing more upright, so you can
then throw under his arm more easily.
Finally, develop confidence in these throws. Feel comfortable enough with these
throws so that you know will be able to get it past any marker that doesn’t
tackle you. When you have assembled the full repertoire of these throws, you
know that however the marker chooses to force you, he will not be able to prevent
everything.
References
Jim Parinella
http://www.tiac.net/users/parinell/disc.htm |