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Offense
- Player
In ultimate, unlike most other sports, the person
with the disc can't move. This means that the receivers must work extra hard
to get open for the thrower. The best way to work the disc up the field is
to create open space for the disc to be thrown and for people to run. One
way of creating lots of space is for everyone to line up in the center of
the field. This is called a stack and is diagrammed below.
The
stack is used to create space for people to run and the disc to be thrown.
There should be enough room between players in the stack so that any one of
them can run from the stack without risking having their defender run into
anyone (called a pick). Take note of the areas that are shaded. These are
the areas that the receiver should expect the disc.
This creates two open spaces for the disc to be thrown. People may then leave
the stack (ideally, one at a time) and run to one of the open areas. The best
throw to the receiver would be one that curves from the outside and goes in
towards the receiver (see the diagram below).
The thrower wants to make a throw that allows his/her teammate to run in to
the disc while making it hard for the defender to touch the disc. This leads
to putting a certain edge on the disc depending on which way the thrower is
being marked.
If the receiver does not quickly get open, he/she must clear the area by either
running long down the sideline (the usual clearing cut) or going behind the
thrower (done less often). The entire cutting process is shown below.
1. One
person will make no more than three moves to try and get open.
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2. After
the player makes his/her fakes, the player will continue to run in a straight
line towards the sideline.
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3. Usually,
the player will then run down the sideline (still aware that a pass may
be thrown to him/her) and join the back of the stack.
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4. Some
players (usually handlers) may choose to go behind the thrower in case a
dump is needed.
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One
person will leave the stack and try to get open. If they don't get open they
must clear the area to give room for another person to cut.
If the defender doesn't follow the receiver (i.e. poaches), the receiver should
look to get open from everyone for an easy immediate pass or a later pass
(usually by running down the field, keeping to the sideline). This player
will yell, ``poach!'' to let the thrower know that there is a defender sitting
in a passing lane and to draw attention to his/herself. To summarize, the
role of the receiver is to
Get
in the middle of the field to be part of the stack and create open space.
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Cut
one at a time (with only a few fakes) to try to get open.
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Quickly
clear the area if they don't get the disc by running on the sideline to
eventually get back in the stack.
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(Off
of a pass that is about to be completed) set up their defender for an easy
continuing pass (this is called a mirror cut).
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The
key is to keep lots of space clear for the disc to be thrown there and for
people to run there. The role of the thrower is to:
Be patient;
10 seconds is a long time.
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Pivot
and fake to create more angles to throw the disc.
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Throw
a throw that you know will get to an open receiver.
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(In
the case where a defender is poaching) see if a pass may be made to the
open receiver or else look to an area that is not occupied by the poacher.
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Look
to make a short backwards pass dump, when the stall count gets to 6.
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Throwing a dump is usually easy because the defense is not concerned
if the offense moves the disc backwards. Dumps take place in the region behind
the thrower as diagrammed earlier. Once the thrower decides to throw a dump,
he/she will pivot so that his/her endzone is now to his/her back. He/she will
take note of which side of the receiver the defender is positioned and look
to throw the disc to the opposite side. He/she will then make eye contact
with the receiver and throw a short pass to the open side of the receiver
allowing the receiver to run to the disc. In most cases, dumps can be used
to break the defense's force or to initiate a give and go cut.
The
give and go play is simple but dynamic (see above figure) Usually it is run
off of a short pass. The cut begins with the thrower. Once the disc leaves
the thrower's hand, the thrower is running. The release of the throw and the
beginning of the run happen instantaneously. Since the thrower knows when
he/she is going to throw the disc (unlike his/her defender), he/she will usually
be open after his/her first step. The receiver of the short throw then looks
to throw the disc back to the original thrower. (Note: Running right after
you throw is a good idea no matter what the situation.)
Three
players may try to work the disc up the field by themselves if the other players
give them room (see figure above). So as not to tip the play too early, the
four remaining players usually stay stacked and within about 25 yards of the
disc, moving back as the disc is advanced.
There are other ways to create space besides using a stack. One way is to
have four of the seven players run down field. This leaves lots of room for
the remaining three players to run (see above figure). In essence, you have
isolated three players to move the disc up the field and hence this play is
called the iso. The players in the iso are then free to move the disc anyway
they can to at least half field. Usually, many give and goes are used to move
the disc.
References
Athan Spiros http://www.iam.ubc.ca/~spiros/playbook/
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