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Marking The Thrower


In a player-to-player defense, the marker is responsible for preventing the thrower from throwing the disc to a large area of the field. The team should agree in advance on a significant object or objects on each side of the field, say a clubhouse on one side and trees on the other, or use generic terms such as "Home" and "Away" which can apply to any field. The marker then calls a force, eg "Force clubhouse", which means that he will only let the thrower throw to that side of the field. He does this by standing at about 45° to the thrower on the opposite side to the force. The defenders then assume that throws are far more likely to come to the force side, and defend accordingly.

It is the marker’s responsibility not to let the thrower throw in the opposite direction to the force. If this happens, it is called a break of force, and often results in the opposition getting two or three easy passes in a row, as the defenders are assuming that the force will be held. If a break happens, the marker should call "Break" loudly and clearly for the benefit of the defenders.

Tactics

Which direction to choose to force in the first place is determined by the marker, but influenced by a number of factors. Often a team will have a plan in advance for which way to force in any given situation. These include:

Force Middle

The thrower is always forced towards the middle of the field. This is quite common, as it stops teams from stringing a number of passes together down a sideline ("Flow").

Force Line (Trap)

The thrower is always forced towards the nearest sideline. This is used against teams with weaker throwers, as it leaves only a very small area on the side of the field for the thrower to throw into. The disadvantage is that with good throwers, it leaves the endzone fairly open, and makes goals off one or two passes much more likely.

Force to a Particular Side

Always force to a particular side eg "Force clubhouse", regardless of where the thrower is. This is easy for both marker and defender as they always know how to mark up, but suffers from the same danger as force line.

Force Wind

The thrower is always forced into/against the wind. This is also effective against weak throwers.

Trap For One

The first throw is forced towards the nearest sideline, but after that, the plan reverts to some other force. This is designed to make the first pass difficult, but removes the disadvantage of always forcing line.

Force Up

Force up, or force straight up, means that the marker stands directly in front of the thrower, and does not force to a particular side. This is usually only used for a couple of seconds, to prevent the thrower getting a quick pass away. The marker then reverts to a directional force. It may however be used effectively to stop teams who are hucking a lot, but places a heavy load on the defenders. It can also be used against weak throwers.

Basic Marking

Marking is an active process, not a passive one. It involves reacting to whatever the thrower is doing to try to make any throw a more difficult one. The harder the marker works, and the better the mark, the less work defenders have to do to shut down their receivers.

So how do you put a good mark on a thrower? The following are general tips to improve your marking if you are not already doing them:


Keep on the Balls of Your Feet

You have to be able to react and move quickly, and this is not possible if you are back on your heels. You have much better balance if you are leaning slightly forwards.

Keep Your Weight Low

Crouch down, or at least bend your knees slightly. If you are marking well you should feel the effort in your quads. This allows you to get your hands low and also gives you much better balance.

Keep Your Hands Low and Arms Spread

This also helps your balance. Obviously though, if you are trying to prevent a high throw, that arm will have to be up. In general, the arm on the force side should always be as low as possible, since it is much harder to throw a good throw from higher up.

Learn to Read Fakes

Many throwers make weak fakes without ever intending to throw. If you can pick these up, you will not be sucked in to following them and leaving an easy throw open.

Don’t Over-commit on the Open Side


It is not your job to block an open side throw. That is the defenders’ responsibility. If you let the thrower break because you tried too hard to block an open side throw, that is your fault.

Call "UP!" Loudly When the Thrower Throws

This allows the defenders to glance around to see where the disc is, since they will otherwise be watching the receivers. If the throw is hucked, call "Up long", to allow the people marking the opposing deep players time to see the disc. [4]

Advanced Marking

All of the Basic Marking tips are generalizations. Most of the tips will apply to most players, but for really good marking, nothing beats knowing the thrower. If you know which throws a thrower prefers, which fakes they use and how they like to break the force, you can modify your marking style and you are far more likely both to get hand blocks and mark more effectively.

There are also times in the game when a standard mark is inappropriate, and something different is called for. Being able to recognize these situations is important, and knowing how to react to them even more so.


Hands High/Low?

Usually it is better to keep both your hands low, since low throws tend to be more dangerous, but this is not always the case. If you are marking a player who likes hammers or high backhands then it may be wise to keep your right hand up. This gives you a chance of blocking either of these high release throws.

Watch Fakes

As mentioned above, try not to fall for obvious or weak fakes. This is easier if you know the thrower, since they tend to use the same fakes to try to throw you off.

Straight Up Force

There are a few times in a game when a force to one side is inappropriate. Usually this is just after a huck, when you may be marking the person who has just caught the huck, and there is a man free in the endzone. The thrower will be trying to hit this man before the rest of the defense catches up. In this case, it is your job to make it as difficult for the thrower for as long as possible. The best way is to use a straight up force. This means that instead of standing to one side of the thrower, you stand directly in front and try and block any throw. Usually it is best to drop back a meter or two to maximize the time you have to see the disc coming. This type of force will only be used for a few seconds, until the defense has time to regroup.

Preventing the Huck

There are also times in the game when it is obvious that the thrower wants to huck the disc, mostly when someone is running free long. You need to recognize these situations and make it as difficult as possible for the thrower to get a good long throw off. This will most often involve a straight up force. Follow all of the fakes, because it is important to make the huck as difficult as possible, even at the cost of an easy short throw. Recognize that most players prefer to huck backhand, so overplay the backhand side of the force to stop them. As with a straight up force, you will only usually need to mark like this for a few seconds.


Where are the receivers?

If you have particularly good game sense or peripheral vision, you may be able to tell where the potential receivers are. In this case you can overplay that side of the force a little. One way you may be able to tell is by watching the thrower’s eyes - it is difficult to fake effectively with your eyes. Another way is from communication from defenders and the sideline. "No break!" is a call to overplay the break side. "Strike!" is a call from a defender to switch the force to the other side for a second, as a receiver is open on the open side.

Marking Off

The marker is allowed to stand one disc width from the thrower, but it is not always best to stand this close. Against weak throwers, it is fine to pressure them by standing as close as possible. However, against strong throwers who enjoy throwing inside-out and break passes, it is often best to drop back about a meter. The advantage of this is that there is an extra fraction of a second after the throw for the marker to get their hand in position for a block, particularly against the inside-out pass. In theory this may seem insignificant, but in practice that fraction of a second is often the difference between a throw going under or over the marker's hand and the marker getting the block. The other advantage is that if a block is made, it is much less likely to be called for a foul because the disc is more likely to have left the thrower's hand.

On the down side, there is less pressure on wide throws to the open side, and it is a little easier to break the force with a wide throw since the marker has moved their body away from blocking the break side. The advantages appear to outweigh the disadvantages, however.


Strike

A strike occurs when the marker temporarily switches the direction of the force. There are a couple of instances when this comes in useful.

The first is when there is a high stall count on the thrower already. If the count is at 8 or 9 it is obvious that the thrower will have to throw almost immediately. The usual throw is a huck on the open side. By employing a strike, the marker may be suddenly in a position to block this throw, since they are now standing on what was previously the open side. There is then a good chance of a stall, throwaway or block.

The second is called by one of the defenders. If the man being defended by one of the defenders gets free on the open side, the defender may call "Strike". This tells the marker to switch force for a second or two to stop the easy pass to this cutter. After a second, the marker will switch back, by which stage hopefully the defender will be close to their man again, or the pass will no longer look so inviting. This is not a good call to make if there are also men free on the break side, and it should be used carefully. The marker needs to be listening carefully to make sure they switch immediately.


Hand Blocks

Along with layouts, hand blocks are one of the big psych-inducing plays in a game of Ultimate. However, hand blocks are not something that can be generated at will, despite some people's thoughts to the contrary. They are a combination of good positioning and balance, support from defenders, quick reactions, the right (wrong??) throw, and a certain amount of luck. As well, they are not something that should be aimed for. Actively attempting hand blocks tends to be a sure fire way to let the thrower get an easy break.

The best way to improve your chances of getting hand blocks is simply to improve your general marker defense. A hard mark should make any kind of break throw a risky proposition at best and a guaranteed turnover at worst. A hard mark is not much use though unless the defenders are doing their job.

If the thrower always has an easy open side throw, not even the best marker in the world is going to get a hand block. As a result, hand blocks are as much an effort of the defenders as the marker.

The number one mistake when marking a good player is to mark too close. Marking close is effective against inexperienced players because they are usually too intimidated to pivot well and get around the force. Most good players, on the other hand look at a close mark as being a license to break the force. I have found that standing back about a meter from the thrower has improved my marking a great deal. The distance to stand back is a personal thing, but it gives you a split second of extra time after the thrower releases the disc. This allows you to move your arms, and may be the difference between getting the block and having the throw go over or under your arm. The other reason to stand back is to do with fouls. If you are a meter away and get your hand on the disc, it is unlikely that the disc is still in the thrower's hand. If you are right up close and get your hand on the disc there is a good chance that it is still in the thrower's hand, and you will have a strip or foul called against you. Standing off a bit reduces the chance of a block being called a foul.

The other things to increase chances of hand blocks are standard things to improve marker defense. Keep your weight low and between your feet. This improves your balance, and makes it much easier to slide around to either side to stop a throw. Have your knees bent, and move your whole body and not just your arms when covering the thrower. It is too easy to keep your feet still and simply reach out with your arms. The further you try to reach, the less balanced you are and the higher the likelihood that you will not be able to follow the thrower as effectively when they pivot.

Watch the disc, the eyes of the thrower and their navel. The eyes tell you where the thrower wants to throw. The navel shows you where the center of mass of the thrower is. They will not be able to pivot without moving it, so it is better than being faked out by head fakes, body fakes and leg fakes.

The disc should be watched with care. You need to watch the disc to be able to move your hands to get a block, but you also need to avoid being taken in by disc fakes. Keep your hands low. This is most important for the hand on the open side. Most break throws on this side go under the hand of the marker. The positioning of the other hand depends a bit on your knowledge of the thrower. If you think they are likely to throw a hammer or high backhand, then keeping that hand high is a better idea. Otherwise, keep that hand low also. It tends to take longer to throw these high throws effectively, so you can always move your hands if the thrower winds up for one of these.

Finally, if the thrower goes for a hammer, jump for it. Even if it is a fake, it usually takes them almost as much time to recover as it does for you. Letting a hammer out on the break side is no better for your team than a forehand or a backhand.

So, in summary, the main points are:

Stand back

Watch disc, eyes, navel

Keep balanced

Hands low

Know your thrower

Above all, remember that marking is an active process, and not a passive one. You are trying to prevent the thrower from getting an easy pass away - make it hard for him. Keep moving, keep your hands active, but don’t let them break.[4]

References

[1] Mich’s Guide to Ultimate http://www.vul.bc.ca/part1.htm
[2] Ultimate: Beginner's Notes http://www.sunnybrook.utoronto.ca:8080/~liu/ultimate/strategy/stack.html
[3] Jim Parinella http://www.tiac.net/users/parinell/tip4
[4] Tom Brennan and Jonathan Potts http://www.afda.com/skills/
[5] Alan Harder http://www.menalto.com/EbbAndFlow/drills/CuttingTips.html