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Ultimate in 10 Simple Rules
Spirit of the Game
The Basics of Ultimate
The Physics of Flight
Learning to Throw Backhand
Learning to Throw Forehand
After Your First Week
Drills
The Cheer
Drills


Throwing in Pairs


Each pair stands a comfortable distance apart and completes passes between each other to practice the basic techniques of throwing a forehand and backhand. This is used as a basic warm-up and practice at all levels of play.

Variations:

Get the throwers to throw high, floating passes to practice high catches.

Increase the distance between the throwers to practice longer passes.

Wheel Relay

Forms a well-spaced circle facing inwards and with one person holding a disc. The first person passes the disc to their right and then runs around the outside of the circle in the opposite direction (clockwise). The disc is passed around the circle and meets the thrower as they arrive back in place. They pass it on to the next player (on the right) who then does the same thing. The relay continues until it is the original thrower's turn.

Try to get players to throw backhands if right-handed and forehands if left-handed.

Variations:

Change the directions of passing and running so that both forehands and backhands are practiced. [2]


Diamond Drill


Form two stacks of at least three players each, facing each other behind cones about 15m apart. The first player from one line cuts to their right and is thrown the disc by the first player in the other stack. The thrower then makes the next cut to the other line, while the receiver continues through to join the end of the opposite line from which they came. Two extra cones may be used to provide a cutting and throwing target. After a while change the direction of cuts so that both backhands and forehands are practiced.

Variations:

Challenge the players to get 10 connections in a row.

Have the receivers stop and return the disc to the line before joining the end of the line.

Put a check on the thrower. [2]


Kill Drill

One person stands stationary for the entire drill. Second person starts out only about 4 to 5 meters away. Cuts from throwers left to right. Stationary person throws forehand (or inside out backhand) to cutting person quickly. Cutter sets, plants, and returns throw with a backhand and immediately cuts in the opposite direction. Thrower rewards cutter with a backhand this time. Cutter returns a forehand. Continue this drill for a timed period, then cutter becomes stationary thrower, and thrower becomes cutter.

Circle Drill

To run this drill properly, you need about 14 players. 11 of the players are on offense and stand in a circle. The remaining 3 players are on defense and are in the center of the circle. The circle should be at least 30 feet across. These numbers are all adjustable depending on the number of participants you have.

The goal of the drill is for the offense to keep completing passes between each other while the defense tries to force turnovers. Each player on the offense can throw to any other player on offense except for the two players closest to them on both sides. The defense is arranged with one player marking the disc and the other two playing a loose cup to try to poach passes across the circle.

Hammers and bloopers over the heads of the defenders are not allowed. Players on the offense cannot run into the circle to catch a short throw, but they can run out of the circle to catch a long throw. Each set of defenders stays in for five minutes. If an incompletion occurs, the guilty party must do a lap around the circle.

The strategy for the offense is to keep moving the disc as fast as possible to tire out the defenders. The defense must work hard to force incompletions. [1]


Three Player

This is a great warmup drill before practice. It does not involve a great deal of running, but it is non-stop action. At any given point during the drill there is a thrower, receiver and a marker. After releasing the disc, the roles change: the receiver has the disc and becomes the thrower, the old thrower becomes the marker and must run down and mark the disc. The receiver must be stationary. The thrower and the receiver should be about 20 feet apart. The stall count is 5 seconds and the marker should start stalling at 6 (ie, "Stall 6, 7 8, 9, 10 STALL!"). If the throw is incomplete, players do not switch roles. Keep trying until you make a completion. [1]

The more pressure the marker puts on the thrower the better the drill is. This is an excellent way to teach new players how to make a good throw when there is a defender. The thrower should try to break the mark and then, barring that, take what she or he can get. Hammers are declasse, but anything else is good.

References

[1] Ebb & Flow http://www.menalto.com/EbbAndFlow/drills/BasicWeave.html. [2] AFDA http://www.afda.com/development/drills.html#pivotthrow