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OFFENSIVE THOUGHTS
by Jim Parinella

Structure in an offense can come in several ways. The receiver, the spot to cut to, fakes, and even the timing and route can be specified. On a complex end zone play, all or at least most of them need to be called out (or, one player is given an option and the others have no choice after that first player chooses). In a typical set play off the pull, only the cutters and maybe a side of the field are completely specified. Both methods are useful in their place.

The purpose of this article is to tie together some loose ends from over the years and explain them in the context of the underlying structure in a free-flow offense.

BASIC RULES

On an extremely simple level, offense can be broken down into five rules:

1. Take what they give you.

2. If you really want something they're not giving you, try to fake them into giving it to you.

3. If you’re not sure exactly what you want, fake until they give you something, then take it.

4. Actively get out of the way when someone else is making a better cut.

5. Make smart choices with your throws.

The rest, as they say, is obvious. But since "obvious" is different for different people, I will attempt to specify, and will attempt to err on the side of "but everybody knows that already".

Let’s suppose I’m the first downfield cutter in a called play, and I’m standing out by myself waiting for the disc to be walked in. If the defender is 5 yards behind me and I can gain 20+ yards, I will take it and cut in. If the defender is fronting me by 5 yards and the thrower has the long backhand, I will take it and cut long. If it’s a 2- or 3-yard cushion in either situation, I might make one hard step right at the defender to get him backpedaling, then immediately reverse directions. These would all be categorized as #1.

#2 and #3 often appear the same to an onlooker. Sometimes I’ll make several hard steps on a comeback cut, the defender will overcommit to it and I’ll break deep immediately. Other times, I’ll just juke in and out, (sometimes a juke will be just one step, and other times it will be three or four). As soon as I see the defender is off-balance, I’ll make my decision and go. The key I’m looking for is when the defender’s shoulders have completely turned perpendicular to the direction he is going in. Once he’s there, he can’t stop quickly. If you time it well, you can have 3 or 4 shots at making the defender err.

#4 is an undervalued skill. Suppose now I’m at the back of the stack as a deep fill and someone is starting a deep cut. If I stay there, my defender can leave and prevent or intercept the deep pass, so I have to get him out of there or, failing that, get yardage off the poach. The best way here would be to make what appears to be a hard cut to the opposite side as soon as I see my teammate breaking deep. If I go too early, I’m simply taking myself out of the play and possibly cutting off someone’s away cut to that side. It’s important for me to be active while I’m waiting. I want to prevent the defender from getting comfortable and being able to watch me and the disc at the same time. Just try to imagine what the defender wants to do to play good defense, and try to prevent him from doing that. Make him constantly change his position or angle, make him move, whatever. Anyway, suppose I space for a second and just as I see the break deep, so does my defender. I have to preempt his poach in this case, and come in on that side (favoring the middle of the field a bit), hopefully forcing him to react to my motions and come in with me instead of stopping the long play. If I wait, he has the time to make a decision on what to do, but if I go instantly, then his choice has to be made instantly, too. In general, during flow, if I’m thinking of making a cut myself, I’ll usually have begun edging toward that side, so I’ll run in towards the thrower but a little to the sideline so he doesn’t have to throw over me. If I wasn’t preparing to cut, I’d probably head to the opposite side to avoid the possibility of a pick. Similarly, if someone is cutting in from behind you in the stack, actively move toward the other side of the field.

#5 should be anticipating which of those things above might happen. The thrower should be aware of the deep poacher, and if that happens, he should try to find who is now open. If you can see the poacher moving, follow his trail back to the poachee. Don’t force a pass simply because it’s the play, or because you think the receiver can outjump two defenders. Be ready to abandon the downfield cutter, turn sideways towards the field, and hit the dump.

ADDITIONAL CONSIDERATIONS

Passes accomplish one (or more) of the following items:

1. Gain yards ("yardage cuts").

2. Put the disc in a better position (swing pass, short break mark throws).

3. Maintain possession (most dumps or high stall count throws).

Realize that ANY of these can be useful, and that a 30 yard break pass that sets up the whole flow might be asking a little too much sometimes.

You should also consider those items from a receiver’s perspective. If you are consistently making cuts but not getting thrown to, then you might be cutting to the wrong spot or at a bad angle. Whenever possible, make cuts that gain yardage, are to the open side of the field, put the disc in a good position on the field, keep the flow going, and/or prevent a Hail Mary pass at stall 9. Actually, the open/break side is a tricky issue. It’s usually easier to cut to the break side and you’re more likely to create something big, but it’s a tougher pass to complete, especially if the mark is competent. I’ll estimate that passes (less than 30 yards) to the force side are complete 98% of the time (with most of those turnovers coming on poaches), while about 90% of break passes are complete. A team should be willing to accept this lower completion rate because of the reasons above, plus any strategist or game theorist will tell you that an assortment of options in a multiple choice game are necessary. (And, for the record, a long pass completion rate of about 60% (in most games) is enough to make it a viable choice.)

When you are poached off of, consider it your job to catch or set up an easy goal. Many times it won’t come for several passes, but it requires an immediate hard cut. Most of the time, you want to head in the opposite north-south direction from the poacher. Whether you should head in the same east-west direction depends on the situation. By these statements, I mean that if he poaches deep, you come in, and if he poaches short, you go deep. If he poaches on the forehand side, then other things determine whether you should also go to the forehand side or to the backhand side. The primary factor in this decision is where the field is more open. Do NOT run towards the defender who is trying to find someone to cover. Even if you think that the thrower can’t get you the pass, perhaps the next thrower or the one after that will be able to, so move.

Break mark passes should come in to the receiver from the outside or at least straight on. Both players have control over this. There are two reasons for this. One is that a defender might be able to get the better angle on a pass coming from the inside. The other is that there is less margin for an errant pass. If it’s completed it can be quite damaging to the defense, but most of us can’t throw this accurately more than 10 yards, if that. So, the break mark cut has to start from a position that is not straight downfield from the thrower. (I must point out here, however, that some very good teams have had great success using this inside out forehand to start the flow. The throw has to be perfect, but can be devastating if complete.)

Frequently, you can call an audible on the field to make sure the thrower and receiver are on the same page. What happens is that a thrower or receiver recognizes a special situation and wants to make sure that his compatriot also recognizes it. At the very least, a team should have code words that indicate a desire to cut break mark or with the flow, so on a stoppage or even in flow, one word shouted by the thrower tells the receiver to cut to one area and the rest of the team to stay away from that area. It has been said that the New York New York team of old would indicate where to cut by calling out one of the bridge names that lead into Manhattan.

Another concept that I think is important to some offenses but that I have rarely seen discussed is temporal (time) margin vs. spatial margin. A long comeback cut with a defender on the receiver’s tail has lots of temporal margin but little spatial margin, meaning that the thrower can throw it any time he wants but it has to be on the proper side of the receiver. A quick break mark cut, in contrast, can work with a poorly placed pass if it’s thrown at the right time. Most dump cuts, too, have more spatial margin than temporal. (This case is a little different since the thrower can often direct where and when the cut happens, whereas downfield cuts are almost always receiver-directed. So, the thrower might have a several second period in which he can throw it, but once that is decided, the timing relating to the cut and to when the defender reacts are extremely important. A keepaway game where the defender has to keep his back to the thrower demonstrates this. If the defender knows when the pass is coming, the temporal margin evaporates.) Another way of looking at it is that some passes are thrown too late, or that some cuts are made too early. So, there is often a very small time window in which a pass can be thrown. If it’s thrown in that time, it can be almost anywhere and be caught. If it’s thrown afterwards, no pass will get there.

On that note, on a swing pass, be prepared to continue the swing immediately, both as a thrower and as a cutter. If the swing pass gains yardage also, then most likely the next cutter should come from the back of the stack. If it’s a dump-swing, then most likely the next cutter should be someone from the front of the stack. Even then, though, the back-cutter should be timing his cut so as to get the next pass after that. Be prepared to throw when you catch it.

Going back to spatial margins, throw choice can add or subtract. The place this is most often seen is on hard cutbacks with a defender on the receiver. There is often no margin to miss on the inside, since a defender can layout or run by for the block (especially if it’s a very fast pass, since the receiver tends to slow down on those to make it easier to catch, while on a slow pass the receiver can keep on running hard. Wind complicates the matter, since soft passes are more likely to be adversely affected by the wind.). The simple solution is to throw it to the outside edge of the receiver rather than to the center. A better solution is to put more curve on the pass so that the disc arrives at the receiver from the outside. Curved passes are easier to control and give a better angle. Pro golfers never hit straight shots deliberately because of this.

Pullers can also achieve better accuracy if they incorporated this idea. The inside-out pull tends to hang longer, so if there is no significant crosswind that changes this, it’s probably best to throw from the left side of the field and aim at the right cone (another idea borrowed from golf). Similarly, an outside-in pull should be thrown from the right side and aimed at the left cone.

I can’t stress enough how big of an advantage it is if you know where the frisbee is and the defender does not. Defensive positioning is a dynamic process that depends on where the frisbee is, where the stack is, and who the relevant players are. What is good positioning at the beginning of a point might be an uncontested goal if there is no adjustment as the point goes on. I try to make the defender watch me all the time. If I see that he turns to watch the frisbee, I try to move away from him right then. If he reacts to poach, I instantly sprint away. Mostly I’m watching the frisbee to see where the flow is going, but I am also trying to be aware of what my defender is doing. Another place this comes into play is on an underthrown pass that goes right by the defender. Although of course an "UP!" call can alert the defender, the receiver can also let the defender know the pass is coming by preparing to catch it. Pretending that nothing is happening until the last second can let you prevent a turnover and also get the defense mad with themselves for not calling "up".

You can also use your eyes to fake. The converse of the above is pretending the disc is in the air so that the defender turns to block it, only to find that it’s not up and you have run away from him. Most defenders (either consciously or subconsciously) notice where the receiver is looking and expect that he is looking at the disc. You can play on this by following some imaginary flow and making it look like you’re setting up to cut past the defender, all the while you’re watching the real flow out of your peripheral vision. Then, when it’s time to cut, you first take a step to cut for the imaginary flow, and the (somewhat) alert defender will have anticipated that and will cut there first to shut you down. Instead, all you do is turn and sprint the other way and you’re open by 5 yards.

ZONE O:

Take advantage of temporary 2 on 1 or 3 on 2 mismatches. Unless you’re playing against an extremely focused and practiced defense, you will have many short-lived opportunities to exploit this power play. Anticipation and immediate reaction, as with man to man offense, are important. It’s a rare defense that will simultaneously have one player making a bid for a block while another adjusts to cover. For example, if two poppers are on either side of the middle middle, who bites on a fake left, the other popper is open UNLESS the wing or point adjusts at the same time. If the offense doesn’t know this, then the defense will be able to recover in time to prevent the pass. Just about any 2 nearby O players have a potential mismatch situation. The poppers exploit the middle middle. A popper and a wing work on the side middle. A wing and a deep work on the deep. The off-handler and a wing or popper split the off-point. A good defense will constantly be making adjustments to prevent someone from being open for too long, but it takes a great one to make that time window almost non-existent.

I think most downfield O players run too hard when the disc is still in the cup. When the cup gets broken, that is the time for an all-out fast break. But when the disc is stationary, too much movement merely alerts the defenders as to their whereabouts.

And use the overhead to spread out the cup and side middles.

SCORING PASSES:

Most goals (except for long passes) are scored very close to the front cone. A curving pass can really make a difference, as the defender is more likely to be close to the receiver, since there is no threat that the receiver is going to stop and cut long. Therefore, the angle that the disc comes in at is more important. If you have a good fast receiver cutting hard to the cone (especially if he’s big) and he has even a half step, it’s almost impossible for the defender to make the block, so a soft pass in front of the receiver is a sure goal. Sometimes the away curving pass is a sure goal, but that pass is tougher to complete in wind or when you’re pumped up and the adrenaline is flowing.

Timing cuts from the goal line straight to the cone can be very effective, but they bring with them a significant potential downside. If done too frequently, then they dissuade players at the back from cutting. Players at the front who are contemplating the scoring cut should look back to see whether a deeper player is about to cut.

Isolation plays can be great if both players know it’s an isolation play.

Timing cuts (really, any pass that is thrown before or as a cut is being made, rather than after a receiver is open) can be more effective here, since not much room is needed, the defender has no chance to catch up, and there is no need to set up the next cut. But I can’t really explain how to know when to make this cut and when to let the default offense take over. A necessary but not sufficient condition is that both the thrower and receiver look for it. Other conditions: defender is significantly overplaying the cutback on the force side and/or is not watching the thrower and/or is extremely anxious to run hard (and can therefore be faked out easily), cutting area is open, and no one else is close enough to poach.

HUCKING:

Often a team will specify or encourage the long pass as part of a called play. But if that’s the only time long passes are thrown, the offense limits itself too much. Smart long passes should be encouraged. Don’t let a good matchup be the primary reason for a huck. There are three basic situations when a huck in flow can be an easy goal.

1. If a thrower catches the disc running laterally or downfield (not back to the disc) and his man is behind him, he is in a "power position" and can catch it and throw it long immediately. Potential deep cutters should be on the lookout for this anytime there is a leading pass, and should start their long cuts early enough so that the thrower CAN turn and fire.

2. In an isolation situation (either called or natural) where one side of the field is wide open, the receiver can make the defender bite on a comeback fake and turn and sprint long. Most throwers don’t have the touch to throw a long pass straight down the field that goes by the defender but not the receiver, so most of us should throw it so that it comes in at an angle to the receiver. This can be done by throwing a straight pass at an angle to the receiver’s path (either the cut or the pass can be made at the angle, so a receiver cutting from the opposite side of the field from the thrower will provide that angle) or by throwing a curving pass around the defenders. In either event, a short stack makes it tougher for the defense to provide deep help.

3. A receiver might find himself with his defender several yards away and towards the thrower. There are actually a few subsets of this. One is when a defender poaches short on a comeback cut. The poachee must immediately recognize this and cut as the poach is being made. Another is when the disc changes position and the defender doesn’t realize it (like in #1 above). A third way is by sprinting deep after you dump it, particularly if the defender makes a bid for a hand block and doesn’t expect you to take off so quickly.

CLOSING THOUGHTS

Set plays and structured offense are good and necessary. Teams should have guidelines about cutting hierarchy, what types of throws are looked for, what to do when trapped, etc. However, they also need to be flexible enough to allow players to be able to trust their instincts. If you have enough guidelines, then most situations will present two (or more!) conflicting guidelines and the player will have to decide which one to follow. Experienced players can look at two similar situations, recognize the differences, and know how to react to each of them. Newer players should try to figure out what the general principles are and when they should be applied and when others are more appropriate, and eventually they’ll become experienced vets who complain about how fundamentally unsound those young’uns are.

References

Jim Parinella
http://www.tiac.net/users/parinell/disc.htm