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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.

2. After the player makes his/her fakes, the player will continue to run in a straight line towards the sideline.

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.

4. Some players (usually handlers) may choose to go behind the thrower in case a dump is needed.

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.

Cut one at a time (with only a few fakes) to try to get open.

Quickly clear the area if they don't get the disc by running on the sideline to eventually get back in the stack.

(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).

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.

Pivot and fake to create more angles to throw the disc.

Throw a throw that you know will get to an open receiver.

(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.

Look to make a short backwards pass dump, when the stall count gets to 6.

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/