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The
Basics of Ultimate
Who catches a disc better than anyone? Dogs.
And they don't even have thumbs. It goes to show, a long history of taking
part in team sports and being a jock isn't necessary to be an Ultimate player.
As even the briefest exposure to the game demonstrates, running, throwing,
and catching are the key physical skills that make a good Ultimate player.
An understanding of strategy and positioning are the most important mental
aspects of the game.
Both sides of the game can be learned easily with practice. The best way to
gain those skills is through exposure to the game. Taking the opportunity
to join pick-up games often means getting to play with some experienced players.
Some cities will even offer skills clinics which is an invaluable way to receive
top-notch coaching.
A
disc is like a pair of scissors. You're not supposed to run with either. There's
still a lot of running in Ultimate however. So, don't blame anyone if you
start feeling fitter and your clothes are getting baggy.
Offensive players are constantly on the look out for open areas to provide
the thrower, known as the "handler", with targets. This means sudden
changes in direction, speed and angle - "cuts" - to break away from
their check (i.e. the defensive player covering them). Defensive players are
reacting to those cuts and anticipating the next move. When on offense try
and think ahead and plan your cuts. If
you find one that works against a particular check, don't be afraid to exploit
it a few times until they catch on. When on defense try to anticipate where
your check might go so you can prevent, intercept, or block the throw.
Unlike other sports, particularly basketball, you cannot use any other player
on the field to impede the progress of your check. This is called a "pick".
This rule is designed to prevent injuries. Even an unintentional pick can
result in high-speed collisions between players. It's of the utmost importance
to make sure that everyone on your team knows how to spot and avoid picks.
One of the reasons there's a lot of running in Ultimate is that "turnovers"
occur. This means that during the course of uninterupted play you may switch
from being on offense to defense a number of times. When a turnover occurs,
yell "Turnover" or "TO" nice and loud so that the rest
of your team can change from offense to defense quickly. If you are on offense
when the turnover occurs and you are unsure where to go - just stick with
whoever is checking you. Also make sure that there are at least as many players
from your team as your opponents' between you and your end zone. If not, fall
back and check the unguarded player closest to the endzone. A simple way to
remember this is with the following phrase: "always take the runner"
(unguarded player).
There
are more ways to throw a disc than you ever imagined. A general rule of thumb
is: the sillier the name of the throw - the stranger the technique required.
Most of the time, however, you will rely on three kinds: the forehand of "flick",
the backhand, and hammer. The backhand is the throw everybody used since day
one to chuck a disc around on the beach. The hammer is an upside-down forehand.
The forehand is the most improbably combination of physics and goofy body
language ever invented. After about a million throws you'll start to feel
like you don't look somewhat silly when you throw a forehand. Don't get your
hopes up.
However, long before then you'll have developed a forehand throw that actually
works. Remember that spin is the most important factor in a disc's flight
and try a lot of different, subtle variations. Everybody's got their favourite
tip or technique which they will be more than happy to share. Ask around and
find out what works for you.
For
most catches below your shoulder and above your knees the "pancake"
catch is your best bet. Simply trap the disc between your palms when it approaches.
For more extreme situations two or one-handed rim catches are required. Try
to practice one-handed and wrong-handed catches when warming up or doing drills
so that you are always improving your hand/eye coordination.
Remember to watch the disc all the way into your hands and make sure you have
caught it before turning and looking for the next receiver. Another important
pointer is to never give up on a disc. Catches that seem improbably are often
quite catchable if they start to hand in the air due to wind or flight angle.
However, do not crash into other players in an attempt to perform a leaping
catch. A rule called the "principle of verticality" stipulated that
each player is entitled to the space above his body. Nor can you hipcheck
another player or hold them down to prevent them from jumping up to catch
the disc. Anything beyond the most incedental contact between players is a
foul in Ultimate (unless there's tickling involved).
Captains from each team flip a disc
simultaneously. A captain or third player calls "Same" or "Different"
before the discs hit the ground. If the player's call is correct then his/her
team has the choice to throw or receive the first "pull", or to
choose which end zone they would like to defend for the first point. Generally
speaking, choosing to receive the pull is the most logical choice. The team
which loses the flip takes the remaining option.
Each team lines up seven players on their respective goal line. The pulling
team must stay on or behind their goal line until the pull occurs. The receiving
team must stand on the goal line and maintain their positions relative to
each other until the pull is thrown - to make it easier for each member of
the pulling team to figure out who they will check. If you hear the call "Hold
your line" it means that a receiving team is shifting positions on the
line prior to the pull.
When the pulling
team is ready to begin play, the puller holds the disc above his/her head.
When a member of the receiving team holds their hand above their head to signal
readiness, the pull can be thrown.
So, everyboday is in position, smiling, and ready to go. The pull is thrown,
the disc sails gracefully towards the other end zone - a shining miracle of
aerodynamics - and the pulling team runs down the field to pick up their checks
and another game of Ultimate is underway. Now the fun really begins.
On the pull, the receiving team does not have to catch the disc to take possession.
It can simply be allowed to land. However, whoever touches the disc first
( either by catching it or picking it up from the ground) must be the first
handler. Usually a receiving team will designate a player to be the handler
before the pull, to minimize confusion. If the disc hits the ground and begins
rolling, any player on the receiving team can stop its progress without having
to become the handler.
Because you can't run with the disc once caught, players must establish a
pivot foot when they are in possession of the disc. Usually, if you are right-handed
it will be your left foot, and vice versa for lefties. You can't drag or lift
your foot until you have thrown the disc. If you do so, it's a "travelling"
violating.
Unless you are very confident that you're going to catch it, let the disc
hit the ground. This is very, very important! If you try and catch the disc,
and fail, bobbling the disc and dropping it, then a turnover occurs (usually
just a few meters from your end zone). Which wouldn't be so bad if not for
the fact that every person who saw the event will probably mock you mercilessly,
your team will be a tad disappointed, and you'll have to think up a lame excuse
on short notice. You have been warned!
In the event that the disc flies out of bounds and is caught before touching
the ground, the receiving team must begin on the sideline at the point where
the disc went out of bounds.
If the disc flies out of bounds and last the most common choice is invoke
the "Middle" rule. This means that before the disc hits the ground
someone from the receiving team raises his arm and calls "Middle".
This allows the receiving team to begin play in the middle of the field at
the point where the disc crossed the sideline.
If the disc lands in the end zone, then the receiving team can begin play
immediately from within the endzone, or walk the disc to the goal line, touch
it to the ground, and begin play from that point. You cannot decide to begin
play from the goal line, and then change your mind and throw the disc prior
to reaching the goal line.
If the disc remains airborne and flies out the back of the endzone, it is
considered a "Brick" and play is initiated in the middle of the
field, three meters forward of the goal line.
After the initial pull the receiving team becomes the offense. The offense
will usually try to form "stack". When you first begin playing,
a stack will seem far too pre-meditated and the best option will seem like
running willy-nilly around the field. The sooner your team can shake themselves
of this misapprehension the better. Scrambly play may seem to work at the
beginner level, but it will quickly prove ineffective against more experienced
teams.
When forming a stack the offensive players should get to the stack as quickly
as possible, form a straight line between the thrower and the opponents' end
zone, and take their rest in the stack rather than jogging to the stack. This
reduces "clogging". Clogging is a situation where potential receivers
are stationary and occupying the "flat" (an open area where the
thrower could complete a pass to them).
Generally, one side of the field will be open to receivers because the person
checking the thrower, the "marker" is "forcing" (favouring
one side of the thrower to force them to throw to one area of the field) as
he/she calls out the "stall count". As a rule, try to decide which
side your team will force to (usually designated as "home" or "away")
for the duration of the point so that your players can anticipate where to
mark if their player catches the disc, and what area to guard when their check
is cutting for a pass.
The marker counts (at one second intervals) "Stall one, Stall two, ...
up to "Stall Ten". If the marker reached Stall Ten (as soon as he/she
begins to speak the word) before the thrower initiates the pass then a turnover
occurs.
A fast count is not only against the rules, it's very tacky. And who wants
to be tacky? In the event of a fast count by the thrower, two seconds are
deducted from the count and play is continued without interruption. A second
fast count call results in a foul. The disc is checked and the count is reset
to zero.
The key points for marking are: the marker must be closer than three meters
(before initiating the stall count) but no less than one disc width from the
thrower, they cannot straddle the thrower's pivot foot, and they cannot prevent
the thrower from pivoting. Only one person can mark the handler at any one
time.
In a perfect world, the handler completes his pass, runs to take his position
in the stack, and the process repeats as many times as necessary to get to
the end zone and score. Usually, however, there will be a turnover before
a point is scored and it's time to switch from offense to defense, or vice
versa. Once a point is scored, the teams swap ends and the scoring team pulls
to restart play.
To
gain points in an Ultimate game you have to have a member of your team catch
the disc in the "end zone". If you're close to the end zone and
you catch the disc... Stop! If your team-mates are yelling at you to "Check
Feet!" you're probably in the end-zone. The reason for their insistence
if that if you pass the disc inside the end zone, and the receiver fails to
catch the disc, no points are scored and a turnover occurs.
If you decide that you are outisde the end zone, continue play. If your are
in the end zone, stop play and prepare to smile graciously as everyone compliments
you on your skill, luck, timing, good looks, or combination thereof. If you
catch the disc, and your momentum carries you into the end zone, go back to
the place where you caught the disc and resume play. You cannot intentially
tip or deflect the disc forward into the end zone (or any part of the field
for that matter) and then catch it, although unintentional bobbling to control
and catchthe disc is allowed.
When a point is scored, it is the only time during the regular play that substitutions
can occur, unless the substitution is to replace an injured player. You can't
change the line on the fly as in hockey or when a time-out is called.
So that's Ultimate in a nutshell. It's about fun, friends, and chasing a piece
of flying molded plastic around the sky until your tongue is dragging on the
field -- just so that you can make up a song about the whole experience.
References
The
Vancouver Ultimate League : http://www.vul.bc.ca
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