Ultimate Primer

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Ultimate stresses sportsmanship and fair play. Highly competitive play is expected, but not at the expense of mutual respect, adherence to the rules, or basic joy of play. Ultimate is a non-contact sport with elements of basketball and soccer played on a football-like field with a flying disc. Teams of seven play on a field 70 yds long by 40 yds wide with two 25-yard deep end zones. Each catch in the end zone is worth one point. 

The disc can only be moved by throwing and catching it.  Each time a player catches the disc he must throw it, releasing it immediately or establishing a pivot foot like in basketball and then throwing the disc to a teammate.  The team with the disc retains possession until they score, or they turn the disc over to the other team.  A turnover occurs when the disc is dropped, not caught, knocked down, thrown out-of-bounds, caught by the other team, or the defender’s stall count reaches 10.

A. Ultimate Terms to Know

Backhand: like you learned as a kid; generated by placing the thumb on top of disc, and curling fingers under it, twisting the trunk, then unwinding, before releasing with a flick of the wrist, like a tennis backhand

Break: describes a pass that manages to get through the mark’s force. Ex. The defender attempts to force a flick, but the thrower throws to the backhand side anyway. “NO BREAK!” lets the mark know a cutter is attempting to get free on the break-side so the mark can adjust the defensive stance

Clear: rapidly leaving the lane, taking your defender with you, thus leaving empty space to allow the next cutter room to receive a pass. You will either be cutting towards or away from the disc.  Typically “clearing” means to return to the center of the field back into the stack

Cut: a run by a receiver to get open and receive the disc; generally a top speed run at or away from the disc, often preceded by a fake in the opposite direction (head fake or false steps)

Cutters: receivers moving from the stack to the disc or away from the disc to get open and receive the throw (sometimes called poppers when doing short cuts into the middle against a zone)

Clogging: bad positioning or cutting, which prevents good cuts by teammates or good throws by the handler; also standing or jogging through the passing lanes.

Dump: a short throw to the back or side; or the person that stays back to catch these.

Flick: also called the forehand-throw; similar to a sidearm pitch in baseball, or tennis forehand.

Force: taking a strong defensive position intended to cause the thrower to throw in a particular direction; guarding on only on one side of the thrower to make them throw to the other side.  The idea is to take away half the field so downfield defenders only have to cover the other half. Communicating the force allows teammates to anticipate the throw from a particular direction:
Forcing Flick!: defender is forcing the thrower to use a forehand throw
Forcing Backhand!: defender is forcing the thrower the thrower to use a backhand throw
Forcing Flat!: defender is forcing the thrower to either sideline and taking the middle away
Forcing Sideline!: defender is forcing the throw down the nearest sideline
Forcing Home!: defender is forcing the throw toward the sideline where our team is camped
Forcing Away!: defender is forcing the throw toward the sideline away from where our team is camped
Forcing Middle!: defender takes away the sideline throw forcing into the mass of defenders

Foul: when a player initiates contact on another player a foul occurs; when a foul disrupts possession, the play resumes as if the possession was retained;  if the player committing the foul disagrees with the foul call, the play is redone.

Hammer: an overhead throw with a forehand grip in which the disc is released high and at an angle, so that it flattens out and flies upside down; action resembles throwing a hammer.

Handler: the player with the disc (also a player with good throwing skills; player assigned to throw the disc)

High release: a backhand throw held high and released over the thrower's head; spins flat with a lob-like trajectory; very difficult to block.

Huck: a long throw; equivalent to a bomb in football.

Inside out: also “invert” a throw that curves in the opposite direction of its natural curve.

Lanes: open areas where high percentage of throw and catches will be completed.  In a normal stack (where the offensive is lined up in the middle of the field), the lanes are on either side of the disc.  In some offenses we spread out the players so the lanes (or space) is in the middle of the field.

Mark: (also Marker):  the defensive player covering the handler; between 1 foot and 10 feet from the handler; attempts to force direction, prevent throw or knock down throw, and counts the stall count loudly

Poach: Playing an area instead of a man, like a corner back in football;

Poached: Wide open, as in Hey, I’m poached!

Popper: cutter whose task is to make cuts to and away from the disc in the area just up field from the handler, not deep; usually called in response to a zone defense; includes cuts through the cup.

Pick: an intentional or unintentional block (like basketball) where a player gets between a moving offensive cutter and the covering defensive player, providing an advantage to the offensive player.  If you’re stopped from covering your cutter by anybody, or the threat of collision, yell “Pick!” to stop the play, then reposition yourself with the cutter.

Pivot: foot planted after receiving.  Usually the ball or toes of the foot opposite the throwing hand, so for most people it is the left foot.

Pull: like a kickoff in football; this throw that begins the action; a good pull will be high and hang long to allow the defense to get down-field.

Spirit of the game: spirit of sportsmanship that places responsibility for fair play on each player

Stack: offensive strategy in which all the players gather in a line down the middle of the field between the disc and the end zone, starting15 to 20 feet from the disc.  This opens the passing lanes and allows cutters to make open cuts to the lanes.

Stall count: defensive player establishes a defensive position (w/in 10 feet) and counts up to 10 while defending the offensive player. Offensive player must throw the disc before the 't' of ten otherwise it's a turnover.  Count begins, “Stalling one…two…” at a steady rate until ten is reached or the disc is thrown.  If the defender says the “t’ in ten then it is a turnover and the defender should also yell “Stall!” to stop play.  If the disc is thrown before ten the defender yells “Up!” to alert other defenders that the disc is in the air.

Strike: deny a throw on the force side momentarily; usually called when a cutter is free on the open side

 

Strip: called when the defender removes the disc from the hand of the offensive player

 

Travel: dragging or lifting the pivot foot while handling.  Creates a do-over unless the throw results in a turnover


B. Ultimate Offense

Ultimate is a game of flow. A good offense is characterized by quick passes, one after another, that move quickly up the field.  With fourteen players on the field (7 per team) at any given time, twelve of whom are running around trying to get open or block a pass, things very quickly get chaotic, and disorganized. Players often find it is difficult to get open because the passing lanes are clogged.  Turnovers often occur because another cutter drags a defender through the pass.  Because picks are a violation in ultimate, players sometimes find they must stop to avoid picking an opponent. The most common strategy for reducing clogging is called 'stacking'.

The idea behind stacking is to leave empty spaces on the field into which players may cut at high speed, allowing high percentage opportunities to pass and catch the disc. To create this open space players move into a line down the field from the disc. The first player lines up about 30 feet away, and the other players line up behind, with a separation of about 5-10 feet. Because ultimate is most commonly played using a 'man-to-man' defense, this draws the defenders into a similar line. The field directly ahead of the disc is now opened up for pass reception.  Sometimes you will make a cut to simply create space for another cut.  You might not ever be in a position to actually receive the disc.

Positions in the stack don’t equate to skill level or “types” of players.  It just so happens that the players that play a “handler” position (better throwers generally) usually make the first couple of passes.  At that point, the “middle” cutters should be cutting away from the disc and the “deep” cutters should cut back towards the disc.  One of the deep cutters cuts in and is open.  That person catches the disc and then the middle player that ran deep just a minute ago, turns and comes back in to catch the next pass.

The goals of cutting are to score, to move the disc down field, to move the disc to a better field position or to keep possession as the count gets high.  Cuts should be made with these goals in mind. 

Cutting:

Sprint to the open area, or stand in the stack (moving in line actively so your man can not poach) while watching for the next cut to make.  Running side-to-side across the field is not productive and probably clogs the lanes, preventing good throws.

If the disc is not being thrown to you, you are not open, even if it feels like you are open.  Getting open can be as simple as running to or away from the disk and leaving a slower runner behind, or getting the defender to move the other direction before making your cut.  Before getting fancy, determine if you are fast enough to simply out-run the defender by a simple direct cut.  If a fake is needed, start with a low center of gravity and jerk your head in one direction before cutting in the other direction.  If a head fake doesn’t get a full reaction it may take a step or two in the other direction before reversing for a cut.  Watch the defender’s hips as they run backward.  When the hips turn the defender is committing and a change of direction will become harder to follow.  After several cuts with similar reverses, you might attempt a double fake, where you don’t turn back, but fake a turn back then take off long.  Do NOT make horizontal cuts across the field in a normal stack offense.  You will prevent the thrower from throwing into the lane because you pull your defender into the area where the thrower wants to throw.

A successful cutter anticipates the movements of other cutters (teammates) to arrive in an empty space as it clears.  If you are wide open, look at the thrower and call for the disc (by yelling poach!) if you need to get the thrower’s attention.  Once you have begun, a cut maintain it until the handler either locks eye contact or looks you off.  If the thrower looks you off, run back to the stack to clear the lane for the next cut.  If the handler throws to you run to the disc.  A successful cut requires you maintain or even increase speed as you run at the thrower.  Cutters who slow-down as they approach the thrower or catch the disc, often see the pass blocked as the defender continues at speed and intercepts the pass. 

+Focus when Cutting:

        Get in the stack, watch and wait for proper timing to make a cut into an open area.

        Run hard, or fake and then run hard, toward or away from the disc (not side to side)

        If you haven’t received the disc peel away before you get ten yards from the disc

        If you don’t get the disc, run hard to clear space for the next cutter by re-stacking

        Make eye contact with the thrower. 

        If you get no return eye contact, cut hard back into the stack so you are not clogging.

        If the disc is coming to you run to the disc!  A defender is often closing in behind you.

        Catch it with two hands, and watch yourself catch it before you think about throwing.

        A flying disc often hovers longer than expected.  Never give up until it hits the ground.

        Watch as other passes develop, to anticipate a reception or turnover.

o        If it’s going to be caught by a teammate, look for a continuation cut.

o        If it’s going to be defended, shift to defense immediately.

Throwing:

Complete the next pass! Throw only passes you know you’ll complete.  Possession is the key to winning games.  Most turnovers come from not being conservative with the disc.  Many people want to throw long, or make hard, glorified (and low percentage) throws that hurt the team when they fail.  However, if every person on the team simply completes the next pass… we will win every single one of our games

You may need to cause the defender to move one direction so you can throw another.  A fake generally consists of a wind-up, wrist snap or arm motion with the disc that looks like a throw.  Keep a good grip.  You can also fake by pivoting.

As you throw, start running immediately.  You will often get open.  A common error is to stand and watch your own pass.  Everyone wants to watch, but people who run immediately after they've thrown the disc are very hard to cover and usually end up ahead of their defender by a couple of steps. Unless you're sure that the toss you just made is a real stinker destined for turnover, just start running down the field, and be prepared to receive a pass right back to you.

+Focus when Throwing:

        Make only good high-percentage throws. Keep possession. Turnovers suck.

        Throw to the first open person you can. (Throw ONLY passes you KNOW will connect.)

        Be patient and smart.  Wait for a good cut and if you don’t get one yell for one. “Cut!”

        If the count gets to five look for a dump.  If you have a dump, turn around & commit to it.

        If needed, make a good fake before you throw, to make your true throw easier.

        As you throw, start running immediately.

Catching:

Two-handed catches are always preferred, especially when you're catching for a score and not laying-out. Pancake everything that's going to hit you between your shoulders and your knees. If it's anywhere else, catch with two hands gripping the disc independently.  Watch the disc all the way into your hands. All you see is the disc. Hear, smell, and taste nothing but disc until after you have it caught. Bend your knees so your base is solid but fluid.  Keep soft hands.  Hard hands bounce discs. Most disks that are dropped are dropped because the receiver looks up while catching.

If you must catch one handed because you can’t move yourself behind the disc, catch with the correct hand.  Catch a righty's flick with your left hand, or a righty’s backhand with your right hand, and it will kind of spin into your palm.  If you must catch with the "wrong" hand, really bend your wrist around, pushing your knuckles down, and keep soft hands.

 


C. Ultimate Defense

Mark Stance:

Your teammates are counting on you to force the throw to the called side!!

Regardless of the defensive set-up (zone or man), the mark’s stance is generally the same.  Keep your feet in motion while marking. A force direction will be called on every play.  Concentrate first on forcing the throw in the direction you want (denying a throw to the break side.)  Most often we will force the thrower to throw a flick because it is more likely to force bad throws.  The hands are low and active, threatening to disrupt the throw.  A break-mark throw will usually come low, unless it is a high throw like a hammer, scoober, or high release, which is okay since it is a lower percentage throw.  Be prepared to sprint off with your man as the disc is released.

Setting the Mark

SETUP – Assuming the force is flick and the handler is a righty, center your body on the thrower’s left shoulder joint (black figure above). Recognize lefties early, and switch over. Get up on the balls of your feet, knees bent and bounce a little bit.  Advanced markers may center in a slightly flick side stance, with weight leaning toward the thrower's flick side and the left elbow bent like an “L” and left hand hovering next to the left knee, so at in an instant, lunging left, the left hand can be thrust out into the disc flight path about 18" off the ground and about 2 feet left of the original mark position.     

ADJUSTMENT AGAINST HANDLERS – We may play really good handlers flatter than others. Better to deny the huck (and the invert pass) that gains yardage than give up a dump or a swing pass. It’s hard to deny more than about a third of the circle around a thrower; so make sure it's the most important third.  Take a step back against handlers. Decrease chances of a reach around break mark pass. Tight pressure works well on rookies.

TAKE THEIR LINE AWAY - A good handler will often release the disc below his knee, or even ankle height!  Learn your handler’s habits and prepare to take away the preferred space. 

COUNT WELL - Some people count too slow when they're tired.  Many newer players count too fast, especially as the count gets higher, which allows a “fast count” call to reset the count. Keep the count steady, all the way to 10.  If you reach the “T” in ten before the disc is released it’s a turn-over.

BE ACTIVE – To keep your body centered on that shoulder joint, move your feet with the thrower's pivot.  Only the thrower has to keep a pivot foot.  You are mobile!  Stay on your feet. 

"STALLING 5 . . ." - Better handlers really do release low. Kick your foot straight out to the side once to give the handler something else to worry about.

"STALLING 7 . . ." - Sneak a peek over your shoulder to the force side. No cuts coming? Take away more of the swing pass by moving around the handler, but be ready to slide back quickly! Cuts coming? Switch over when the thrower cocks his arm, and then get back to your cover side again.  Go even further around, if you can get back quick enough to keep your force.

"STALLING 8 . . ."  As soon as you say the T in Ten, it's a stall, so you are getting close! Where's the handler looking for the dump? Say "8" and “9” loudly so your team can tighten down, and move to deny the dump as well.  Switch your force at 8 or 9, and become more active.  The thrower won't have time to fake and throw.

COMMUNICATE - If you're on the sideline, talk to the marker. Be the eyes in the back of the head.


Man-to-man Defense:

The job of a defender in a man-to-man defense is to get a turnover, or to prevent his cutter from getting the disc thus increasing the likelihood of a turnover and decreasing the likelihood of a score. This is made easier by the marker, who only allows throws in the direction of the force.  Where the defender’s position depends on who they are marking and where the receivers are standing. The defender should generally attempt to stay between his receiver and the disc or at least in position to get there easily.  That way the disc will have to go through, around or over him to get to the receiver, making a turnover more likely.

Defending near the handler: Defending a player close to the disc is best done by fronting them, which means keeping between them and the disc.  Generally the best area to set up is about 10 feet in front of the receiver, slightly towards the open side (where the mark is forcing the handler to throw).  The defender is relying on the marker to stop any throws on the break side, so he allows a small amount of leeway on that side. It is much more important to make sure the receiver does not get free on the open side. The receiver will usually run at the defender, fake to throw the defender off, and then run hard in some direction. To avoid the receiver getting free, the defender needs to be able to stay in front of the receiver, usually by running backwards so that he can see the receiver. As soon as the defender has to turn around it is much easier for the receiver to get free.

Defending Long:  Marking deep players is slightly different. To mark the deepest player, the defender should usually stand just behind the receiver, and on the open side. This is so that if the thrower hucks long, the defender is in a better position to get the disc, since he is further back. Obviously, it allows the receiver to make easier cuts in toward the disc, but this is much better than having a goal scored.

+Focus when Defending Man-to-Man:

        Face the receiver, but focus on the disc as well.  Sometimes you’ll need to stand horizontal from the receiver so you can see both the receiver and the thrower

        Try and maintain the distance between you and the receiver as the receiver runs at you

        Avoid turning around, turning your hips allows the receiver to turn and beat you

        Watch for fakes of direction change, commit when the cutter is committed

        You can let the defender get a little further in front on the break side than the open side, as the marker should be forcing the throw to the open side


Zone:

Zone defenses are characterized by one or more players defending an area, not marking a player.  By this definition, any defense that is not entirely man-to-man could be regarded as a zone.  "Zone defense" most often means that there is a "cup" of chasers near the thrower at all times, and this is what distinguishes zone from other sorts of non-man-to-man defenses.

Zone defenses are often used when weather conditions are less favorable for passing, for example when it is windy or rainy. They are also effective against an offense with some weak throwers. A zone usually forces many more passes to gain the same amount of ground and relies on the offense making a weak or reckless throw in that period.

Instead of trying to block passes altogether, a zone tries to block all of the easy and ground-gaining passing lanes. The zone allows passes backwards and sometimes sideways because they do little harm to the defense. The zone also allows throws over the top, such as hammers, high backhands, and scoobers because these throws are generally high risk and have a good chance of being dropped or intercepted.  Another advantage of a zone is that when possession changes the opponents will usually find it difficult to mark up quickly, as they have not had a player marking them, so there may be a number of people open.

Generally our zone consists of three people in the “cup,” or surrounding the thrower.  Two are the Points (the markers) and the other is the middle-middle (or crotch), but are off the thrower by ten feet to avoid a double-teaming violation.  Behind the cup are two Wings, a Short Deep/Middle and a Deep.

Positions:

The Points: The job of Point requires a fair amount of fitness and good marking skills, as they must sprint from handler to handler. The entire cup tends to do a lot of running as they run to the disc after each throw. The cup must move as a unit.  It does no good for one person to make it across the field without the other two. The three players in the cup (left P, M & right P) have to decide which way the cup is going to force the thrower. This will often be towards the middle of the field, although there are instances when always forcing to a particular direction (ie. into a cross-wind), or forcing line is good.  The mark sets up, and the other two cup players extend the cup by taking positions ten feet from disc with hands up, creating a wall that denies passes through the cup or break mark throws.  Communicating is key to deny cutters sneaking in for break mark throws.  Dumps and passes over the top are expected.

 

The Middle or Crotch: (M) has the task of coordinating the cup, defending against throws through the cup, and marking any receiver that runs into the cup (known as a popper). Coordination involves telling the points who will mark a particular thrower, how wide the cup should be spaced and which way to move. M should also listen to calls from S as to where poppers are. The M can turn around a lot of the time and cover any man who is near the cup. S should alert M to warn them when a man is near the cup by saying "coming in!"

Moving the cup: When broken down field the cup must sprint to get in front of the handler. The best way to approach is to run down field from the new handler, setting up with hands out, then moving in to close the cup.

 

The Short Deep: (S) covers the area directly behind the cup. This usually involves marking man-to-man on anyone that comes into this area, until they leave it or they run through the cup. Once a cutter enters the cup, they are the responsibility of the Points or M, and should be ignored. The other job of S is to talk to the cup. If a receiver is coming into the cup, M needs to be told to close the cup up on that side. The cup may also need to be told if it is too open or too close together.  The Short listens for help calls from the Deep, in case multiple receivers go deep.

 

The Wings:  Conceptually, the Wings have the simplest job on the field. They each have one side of the field to mark, and the aim is to stop passes up either of the sidelines. Usually, if a throw gets around the edge of the cup, the thrower will be looking up field for the next pass. W's job is to find and stop any cutters to that throw. This involves going man-to-man while the cutter is a threat to receive. If the player gets the disc, the wing should drop back (contain!) and let the points mark the thrower. It is not W's job to mark the player with the disc.  The wing away from the disc should anticipate the throw over the top or looping throws across the field.  The wing nearest the disc can anticipate throws over the top and attempts to break mark.   What makes the wing one of the most difficult positions on the field (even though it seems easy) is that you have to adjust based on the location of the disc.  If the disc is on the opposite side of the field, you must compensate towards the middle to try and stop throws around that side of the cup.  Once the disc swings towards your side, you must make sure you make it to the cutoff point before the offense can get the disc up field.  You also have to make sure you don’t overrun, because until the cup gets set, you also must make sure that the disc doesn’t get thrown up the field to your middle side.

 

The Deep: D has the task of intercepting any long throws put up by the offence.  The deep-deep must be able to anticipate most throws.  Any hesitation from the deep-deep and he/she is out of position.  A good thrower will have no problem throwing to a receiver if the deep-deep is out of position.  This position is one where you must constantly be moving and adjusting so that the throwers don’t get a good estimate of where you will be.  A well played deep-deep will get many D’s especially when other teams choose the long throw.  The deep must be aware of attempts to split two cutters out and be ready to call for help from the Short Deep.  “Help deep!”  The Deep should also communicate with the Wings (“right!” “left” “coming in” “behind you” etc.) to let them know when a deep cutter is coming in, or when a receiver takes up a poached position (wide open) behind them or down the line.


D. Communication:

There are a number of ways the team benefits from communication.  Players on the sidelines can also make a huge impact directing the play on field and warning on-field players of actions that might be missed.  Helping from the sideline is ABSOLUTELY essential.  It can give players on the field eyes in the back of their heads.  (We will have enough people at most of our games for everyone on the sideline to be talking to 1 person on the field.)  Often it is hard for the marker to make "Up" and "Break" calls loudly and quickly. This can be because they are out of breath or because they are more easily fooled by fakes. Also, the sideline has a better perspective on the game than the players on the field, so they can call to specific players, for example if they can make a play on the disc, but have their back to it.  The sideline can see where cutters are cutting and where the greatest points of danger are on the field. They are therefore in the best position to communicate with the marker and tell the marker what to do. This may include telling them which way to force, warning of break mark attempts, coaching for a switch of force, alerting to get hands up or down, etc. 

"Up!", or "Up long!" are very common.  Every time the disc is thrown, the mark and any teammates on or off the field who see the throw, should yell “Up!” or if it’s a huck “Up Long!” so those running or focusing on their man can react. Anticipating a throw and making an early call from the sidelines will often save a score or create an opportunity for a D.  You can always shout “no throw” if the person doesn’t actually throw it after you have called “Up!”

"Break!" called by the mark to let defenders know the force has been broken and the disc is up.

“Disc in!” communication used to signal that the disc is in play.

"No break!" is called by defenders when a receiver is on the break side, open or cutting, so the marker knows and can make doubly sure by adjusting that there is no break of force, even if the open side throw becomes much easier.  (Very important to the cup when playing zone.)

"Strike!" tells the marker to jump over and switch the force to the other side for one or two seconds to shut down an incoming open-side cut. (Should be called only from the field since defenders are better able to judge when they have been burned.)

“Help!” is a call for momentary help from another defender allowing you to catch up but denying the pass.  The other defender gives momentary help and then gets back to his man.

Switch!” tells another defender you are switching coverage.  Point at both your man and the man you are switching to cover.  If your teammate picks up your man, then run to pick up the cutter he was covering, if not then keep running to your man and pick him up as soon as possible.  This is used where the defender has been burned and needs help, or a switch can shut down the throw.

“Run Through!” after a turnover, tells players not to touch the disc but to make a cut or get in the stack because a handler behind them is picking up the disc, which allows more receivers downfield.

“Point!” on defense or switching to defense.  You should claim a man to cover by pointing at the man you are covering so there is no cutter left uncovered accidentally

E. Rules to Know:

There are a number of rules that impact play and should be known.  Your teammates will count on you to call fouls, strips and picks for yourself.  Here are the basics according to UPA 10th ed.:

        Out-of-Bounds: The lines and anything outside the lines are out-of-bounds.  When catching, the first body part to touch the ground must be totally and exclusively in-bounds to retain possession.  The disc can fly off the field and come back in without effect.  A receiver who runs out-of-bounds after catching keeps possession, but walks back onto the field before establishing a pivot foot..

        Turnover: Any incomplete, intercepted, or knocked down pass, or a pass that lands out of bounds or a dropped disc is considered a turn over.  Change of possession also occurs when the stall count reaches the “T” in ten, or the disc is handed off, or handler catches their own untouched pass.  Whoever touches the disc first after a turnover must put the disc in play, so only handlers should pick up the disc after a turnover.

        Foul: physical contact between opposing players that affects the outcome.  If you think you’ve been fouled yell “foul.”  If you think you fouled someone call it as well.  Incidental contact is not a foul.  If a foul, pick or strip is called everyone freezes where they are.

        Strip: If a defensive player touches the disc in possession of a handler and causes loss of possession it is a strip.

        Pick: If an offensive player moves in such a way that a defensive player is obstructed while within ten feet of the player they are defending, it is a pick.

        Travel: the thrower must establish a pivot on the field and may not change or release that point until the disc is thrown.  A player has three steps to stop and plant a pivot OR throw the disc, after a running catch.

        Stall: a defensive player may initiate a ten second count when within 10 feet of the handler by saying “stalling” and then counting to ten, so all can hear.

        End Zone Possession: Taking possession in the end zone, the handler must make an immediate decision to throw from the point or bring the disc forward to the line.

        Scoring:  If a catch is made in the end zone, the scoring player must acknowledge the score, so look at your position before throwing again if you might be in the endzone.  If the scoring player continues the play and a turnover occurs, no score is awarded and possession turns.

 

F. Warm up:

Many good players warm up before they play, every time.  Run around the field twice to get blood into muscles.  Make mental notes of obstacles, holes or bad spots you might encounter on the field during the game.  Stretch your legs including hamstrings, quads, IT bands, groin, calves, and ankles.  Stretched muscles fire better.

Throw 10 good passes of each throw you own (or 10 attempts of the ones you don’t yet own).  Throw 10 straight flicks, 10 straight backhands, 10 hammers, 10 outside-in flicks, 10 outside-in backhands, 10 invert backhands.   Concentrate on putting the disc exactly into the belly button of the receiver.  Practice fake-then-throw combinations as well. 

Catch everything two-handed and practice watching the disc all the way into your hands.  Watch your hands catch the disc.