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Lazy Person's Defense
The Statistics of Dumping
Playing Deep on Offense and Defense
The Inner Game of Ultimate
Defense
...Player
...The Clam
...Changing Defensive Set
Offense
...Offensive Thoughts
...Re-Thinking The Stack
...Throw in Presence of a Mark
Drills
...Triple Box
...Uphill Scrimmage
...Fast Break

Defense - Changing Your Defensive Set


Mixing up different defensive sets can put teams off their game; Unforced errors follow. If your team tries this strategy, you may later hear statements from your opponent like "we just didn't play that well against them", "our O didn't click", "we forced it". Quotes like these come after successful defensive strategies are employed. One thing to remember is that you can't expect a defense to get blocks every point. Using one defense may simply be a set-up, making the next defense more effective. Remember, tournaments are long, legs are to be saved. Junk defense saves legs. Here is a brief description of the defenses:

Player on Player, Force Two Finger:

(note: Forget straight-up player... you're giving the thrower both throws, not smart! Even force-middle seems like a gift to a good offensive team.) Force two finger gives more teams trouble than any other player on player D. Why? Because most players can't throw a two finger more than 30-40 yards, so you've cut the field way down. In addition, most teams have tunnel vision when trapped against the sideline, always looking to ram throws directly down field into the teeth of the defense. Strong marking on the throw is critical.

Player on Player Force Backhand:

This D augments the force two finger. Break it out after a team has gotten used to your force flick. The BIG risk of the force backhand is that you leave the backhand huck wide open (last player back has to be aware).

Clam for 3 Passes:

Here's a good D to throw in after you've been playing a lot of force two finger (remember that the clam only works on a force two-finger mark). Your opponent thinks player D, but you're actually in a match-up zone (when you stop and think about it, the clam is just a high risk match-up zone). I'm always surprised at how teams panic when their first cutter, open all game so far, is suddenly shut down. Use the clam once the opponent has established it's offensive rhythm.

Clam to zone is another good D to follow successive points of player on player. It looks like a player D, kind of, gives you a few shots at a block early and then settles into a zone.

Note: Clam only works off a stoppage of play, so you have to throw the pull OB. Someone may change the rules to keep teams from doing this, but until they do??? (I think that an OB pull should be heavily penalized for this reason, say start the O from the back of the end zone... that would keep the discs inbounds.)

Clam After Any Stoppage of Play:

This can be a real surprise. You're playing force two-finger and there's a stoppage of play (foul, pick, travel). Every one on your team KNOWS that it's clam for three passes starting NOW. If the opponent lasts three passes you're simply back in the force two finger. Use an audible later to call it off; they think clam, you play player... perfect!

The use of audibles during all aspects of Ultimate is imperative. Even if what your calling is code for stay in the same D, it helps your team focus and it makes your opponent think that you have many different sets. Learn to hide your defenses. Don't be lazy, don't telegraph what you're up to.

The risk with the clam in general is that it wreaks havoc on your defensive match-ups, lots-o-switching going on. Cribber may very well find himself covered by Lenny... not good!


2-3-2 Zone

This is the oldest zone in the game, but played differently depending on who's teaching. In short, it should be match-up for the wings and the deeps while the cup forces certain throws. 'Flexing' this zone during a point can work as well (take away the dump at high stall counts after your opponent gets dependent on that pass).

Note: 'Flex' defenses will be the thing of the future.

1-3-3 Zone

Here's one D that NEVER works -- well, kind of. Why use it then? Sometimes we're not sure. However, because this zone has but one marking chase, the O can throw all the sort passes it wants, giving them the sense that they are zone killers. Next time down, you play a tight 2-3-2, taking the dump away at high counts and bingo they're putting up hail Mary passes.

The 1-3-3 is also great for transitions into clam for one pass (on a stoppage of some kind) followed by force two-finger. The opposition thinks easy zone, suddenly you front the close passes and the thrower has nothing as his down field players are standing in their zone O positions.

The 1-3-3 is a good zone to player for stopping plays off the pull since most of the zone stays relatively deep.


2-3-2 Zone to Player D (for a set number of passes, say 3 or 5)

Oldest transition D in the book, but essential to use against teams with strong plays off the pull. Many times, teams will turn it over before you even change to player. Risk of this D is bad match-ups and your team has to be able to count. During the transition from zone to player, you are very weak.

Faceguard

This is a force two-finger player D, but with defenders around the thrower fronting their player, and defenders down field looking to poach. Sideline must talk, calling out 'last player back' as the position will naturally keep changing. The concept here is to cut off the short pass, forcing the throw up-field to where others and last player back can poach. An important part of this D is the switching that should occur as a handler heads down field while another cutter is streaking in. The defenders can easily switch since, ideally the defender near the disc sees the incoming cutter (remember he's fronting so he ain't even looking at the thrower) and the defender down field sees the handler coming (since he's set to poach and therefore looking at the thrower). The risk with this D is that is can become very loose, with too much switching and poaching, leaving everyone open.

Also, in the endzones use localized side-to-side (two defenders 'share' their assignments: "you got left out of the stack, I got right"). 90% of all goals are thrown to the corners.


Conclusions

1. All of these defenses work best in combinations. Play force two-finger for a while, then come down in something that looks like force two-finger, but is zone or clam. Play zone for a while and then come down in zone-to-man or zone-to-clam. DON'T BE PREDICTABLE. Many opponents see only one or two players deep, thinking that if you are in a player D around the disc, then it mut be player D all the way. Change it!

2. Don't try to RUN with your opposition -- it exhausts you. Tournaments are long endurance battles, not one-game championships. If you have the best shut-down player defense, use it at key times to break your opponent's heart and confidence. Many of the defenses described above involve LESS running than a straight player D. If your opponent scores in two passes, but the second pass is hotly contested by your deep-deep, then you have done your job. Next time, make the block.

3. Predictably, offense begins with the short pass. You can't shut it down ALL DAY, but you can dictate when your opponent will complete this pass easily and when it will be difficult. Don't let the O dictate the flow of the game. It is surprising how FEW teams have offenses that begin with something other than a short pass to a handler lined up at the front of the stack. Since you know this fact, dictate that your opponent MUST try something else. You will find that if they haven't practiced alternatives, turn-overs will be forthcoming.

4. Your entire team must be on the same page. None of these D's are individual, and they suck when people aren't working together, focused. Call the D on the line before the pull. Have the transition O be VERY SIMPLE. Don't risk having too much to remember.

5. Your sideline is a HUGE part of all of these strategies (telling defenders where to cover/look/force). As well as yelling audibles for changes during a point.

6. Move the defense towards more risk taking. Position your players accordingly, with high flying defenders down field and stingy shut down defenders around the disc. Get your opponent to put up lower percentage passes. Hey, no need to block bad throws. Force the O to throw marginal passes into areas where your team is strongest.

7. Have your O capable of playing a few of these junk defenses. Zone off a turnover often works as your opponent will likely not have good zone O players in the game. Clam on stoppages of play can also be very effective since defensive teams don't have as many composed handlers.

8. Whether player or zone, great defense begins with an aggressive mark on the thrower. A solid force one way or the other will allow down field defenders the luxury of only having to cover half the field (down field defenders can't totally ignore the weak side, but...).

So what does all this mean? Sometimes the object is not just to make sick blocks (though if you're single this may be your only hope of finding a date), but to make your opponent's offense have to THINK. Thinking and playing at the same time is very difficult. By the time the final game rolls around, teams want to use the same strategy that has gotten them into that game. Thinking, changing, adjusting are all difficult, especially without real coaches.

But, each defense takes time to learn. Showing up at practice and simply playing games to 21 is not enough. This stuff has to be drilled, 'cause athletes are notoriously dense.'


References

moonee@aol.com