Referees in Ultimate?
Major League Ultimate at Potlatch
Potlatch is Seattle’s groovy get-down time, when the Fish all scatter to different co-ed teams, dress up fancy, and enjoy the heck out of having most of the country come to play in our backyard. This year’s difference was the introduction of Major League Ultimate. The folks at MLU invited 60 of the top players from around the country to form 4 teams for a mini-tournament at the same field site. The catch: Games would be played under experimental rules and with referees!
From Sockeye, 7 players joined the Northwest Wolves team. Sam CK, Moses Rifkin, Alex Nord, Chase SB, Jeremy Cram, Lou Burruss, Roger Crafts and myself joined with 2 guys from Rhino (Portland’s open team) and 7 monkeys from Furious George. I was stoked to play with such a talented group…I have played in the past with Brian Snyder from Portland but only played against the others. Would we mesh with longtime opponents? Would it be 2 teams operating separately in one jersey? What would the SW, SE and NE teams be like?
With no practice, the first games were critical in trying to gel and simultaneously figure out the rules. There was a 2-point line: Any huck greater than 50 yards into the endzone was worth double! This seemed to change the game more than the referees, and it forced most of the teams to come down in some sort of junky zone which allowed easy yardage but prevented huge throws. It was a big advantage for us to have the tall kids in the back…it seemed like our median height was well above 6’….and trying out different freelancing zones was pretty interesting.
Referees can do a lot of good things for the game. The stall count was silent and counted by the referee from 1-7 (instead of the usual 10). This made for some exciting seconds just before the stall count finished, as defenders scrambled to cover that last receiver and force the uncontestable stall count violation. The game seemed cleaner in general now that players could foul out of a game, like basketball. The referees were admittedly inexperienced, but got much better and more adamant about their calls by the end of the tournament, and you could expect to get whistled for any obvious fouls….we tried to test the limits of what they would see, and for the most part, if you could get away with it in a basketball game, you could get away with it in the MLU.
The other teams were obviously talented, but I think we benefited a great deal from having played with many of our teammates. We only had 3 teams represented, while other squads had 4-6 teams…this probably helped a lot. Playing with our archrivals was definitely a singular experience…players like Furious’ Cruickshank (an amazing handler and defender) were really easy to jibe with. Winning helps, of course, but for the most part I think we were all pleasantly surprised with how well Fish and Monkeys mixed on the weekend. I don’t expect that our games for the rest of the year will be any less hard fought, though….in jest, Lou and Lugsdin mentioned after the final game that we were all allowed to go back to hating each other at midnight of Sunday. Heh heh. A special bonus for me was playing with Aaron Richards, who I have been playing against in Ultimate since high school (Corvallis High v. Crescent Valley…go Raiders!) through college (Oregon v. Oregon State) and then in numerous Portland v. Seattle games, to say nothing of tons of co-ed tournaments. In all that, this was our first time playing together, and it was fun to finally be rooting for him, as well as tossing him a couple of swilly blades to watch him sky his defender.
In the end, we beat a very athletic SE team in a close final, 16-14. Lou Burruss might have to accept the mantle of “Best Player Not Playing this Year” as he moves down to Oregon. The MLU showed some good things, but will probably not be a success until the rules are successful in big games between non-“allstar” teams…practicing teams will be more focused and able to take advantage of the rules better. I’ll be looking forward to watching the next one!
2.5.07
Viva flatstack writeup
Horizontal Stack
Offense
Cutting Concepts
Basic Cutting: You are free to cut in your lane (or fourth of the field width). Cuts are live in either of the nextdoor lanes. Cutting across 2 lanes should be infrequent. Deep cuts from any position are valid, and should try to go towards the endzone (the line of the cut should go through the end-zone space.
Step, Boom Cutting: Isolating players in the middle of the field, where they can use quick steps to make short, direct cuts and start the offense. This is a tough position to be in for a defender, so we want to put defenders in this situation as often as possible.
Clearing from the middle: After middle players cut, they can use the outline fourths of the field to clear to. Clearing should be fast and aware: See the field to anticipate cuts and read the defense.
Filling the middle: Wing players (starting in the outside lanes) can fill the vacated middle lanes to set up additional cuts. Get to the dangerous spots, attack from there.
Side Cutting: When the disc moves to the sideline, the wing player must move IMMEDIATELY, otherwise the offense bogs down. The wing player can cut deep along the line, deep across the field, or in towards the middle. The wing player should not cut directly towards the disc, unless they have an easy catch for 15+ yards.
Handling Concepts
Basic Handling: Try to maximize the amount of time that the disc is in the middle of the field, when possible. Keep the disc moving. Create dump lanes with motion when possible.
Be ready to throw! Long windups will kill throwing lanes and invite effective poachers. Cock a throw and switch when needed, be ready to release quickly if necessary.
Handler Cutting: When possible, handlers should be in motion at stall 4, making aggressive cuts up the line or for the dump. Motion handlers do not necessarily need to wait for an engaging signal from the thrower. Determine which handler goes first by feet: run to ready-spots and attack.
If everything else is equal, go up the line for the dump cut.
Dishy Cuts: If possible, present a target for downfield players to throw sideways or backwards dishy passes. This keeps the disc in a players hands that is unmarked a looking towards the endzone.
Blow through: When a downfield receives the disc, one of the handlers must replace that player downfield. Usually, that handler will return to handler again within 1-2 throws. Sometimes that handler will stay as a cutter if the disc moves from cutter to cutter, and does not reset through the handlers. Handlers are free to go deep if a good opportunity arises with good separation, as this can create new looks for the O and can be unpredictable (on the negative side, though, only 1 handler should bust deep at any given time).
Communicate: When possible, handlers should talk to each other to determine early who is the A and B handler. Also, keep attention on the thrower whenever possible: the dump cutting scheme is great against a perfect D, but often there are easy swing and dump passes available…if standing and catching works, then there is no reason to cut, yet.
Drills
Middle Cutting 1v1: Step Boom setup with 1 thrower, a mark, and a cutter/defender pair. Work on getting the defender off balance and making an immediate move. This drill might only be helpful as a review.
The Pulse Drills: Setting up small, repeatable, common game situations. These can be done with or without a live defense. Running these without D gives more reps, and is especially effective if throwers are willing to pump fake to ‘covered’ cutters.
Variations:
Thrower and two middle cutters.
Thrower, middle cutter and wing cutter (same side)
Thrower, middle cutter and wing cutter (opposite side)
Throwers, middle, 2 wings, immediate middle deep cut
Throwers, any # of cutters, handlers (dishy cut and continuation)
3 Handlers from the middle
3 Handlers from the sideline
Throwers, any# of cutters, handlers (swing throw and immediate wing cut)
7v0 offensive reps
Caterpillar Handling Drill:
Make a sectioned field about 50 yards long, divided into about 7-8 sectionas. Play 3v3, with the offense only being able to move from one section into the very next section (although the O can go backwards as far as they want).
Focus on getting to a wide attack position, and going up the line whenever possible. If an upline cut is unsuccessful, wheel around and look for either an inside out throw, or a swing throw, or even a swing throw from the next dump.
Defense:
The Mark:
Theory: More of the active area of the field is in the middle, so marks need to shift to take this away. This shift is usually to a more straight up mark (About 6 inches removed laterally from the center-line of the thrower).
Extra Benefits: Fewer cutters are available to the thrower, so momentary break mark looks are less dangerous. On the other side, allowing a good thrower to stare at the downfielders without pivoting is a huge offensive advantage. By jumping around on the mark and forcing more pivoting, we can force throwers to pay attention to beating the mark instead of delivering throws, without giving up obvious advantages.
Forcing straighter up also allows better control on huckers and more pressure on upfield dumpcuts. It puts a bit more pressure on the downfield defenders to follow cuts to the dead side, but not so much that they should be out of position of not relying on the mark.
Defending cutters downfield:
Theory: The flat stack offense puts cutters in a position to cut immediately, instead of having to leave a stack to move. This opportunity for quick cuts (like Step;Boom moves) means that we, as defenders, need to be ready to stop the first step. If we can stop the first step, we can drastically disrupt the offensive rhythm.
Defensive Decision Making: Assume every offensive player has 3 cutting lines: In, Out, or BreakSide. Usually we want to allow the first step towards the breakside, since that is the least dangerous cut. Line up on either the In or Out line, putting your body in the way of an immediate move at about an arms length or 2 of distance. This makes the cutter more predictable, as they either have to around you (giving them farther to go) or they have to move away from you (where you are ready to anticipate and win the race). Put your body full on that cut-line, not just near it, and don’t allow them a clear look at a good lane (this way, even if you turn your head to look around, they still can’t just run on their favorite line).
Game Situations: Great deep cutters should probably be ‘given’ the in cut (meaning we give it to them, and then take it away once they show their cards). Great throwers should probably be given the deep cut. Most middle cutters should be forced deep initially, since few offenses routinely want to huck their first throw.
For very fast players, find out where they like to cut first…if they are very fast but want to come to the disc usually, backing them is playing into their hands until they prove they can beat you deep initially.
Be unpredictable: For all other players, try difference D methods and anticipate cuts wherever possible. Try not to make your positioning obvious…this forces cutters to use stall count time to determine cutting angles, rather than using dead-disc time.
Most importantly: Win the initial positioning battles at the beginning of cuts in motion….
Drills:
Marking drills variations:
Bouncing for 3 seconds before starting the mark. This works on marking later in the count, and emphasizes moving your feet.
Emphasize long and low arms (this creates a larger obstacle and makes very good throwers less comfortable.
Counting pivots: Markers get more points for forcing more pivots. This is a great approximation for the flat stack mark in the middle of the field.
Flat stack marking on the sideline: Ready to strike hucks, and stopping inside out throws. The around throw into the middle of the flat stack is a very difficult throw, so it is not our highest defensive priority.
Downfield Drills for Defense:
1v1 Walkups: Starting at stalling –3, let the defender walk towards a stationary cutter. 1v1 for 4 seconds. Emphasize decision making on defense; choose what you want to take away initially, then take everything away later!
1v1 Runups: Start O and D from point A, sprint to point B, then 1v1 for 4-5 seconds or more. Again, defensive decision making is the key…this time on the fly. Point A and B can be anywhere on the field, with Point A usually at a good cutting spot. Mix the angles of this line up to work on footwork in many situations.
Offense
Cutting Concepts
Basic Cutting: You are free to cut in your lane (or fourth of the field width). Cuts are live in either of the nextdoor lanes. Cutting across 2 lanes should be infrequent. Deep cuts from any position are valid, and should try to go towards the endzone (the line of the cut should go through the end-zone space.
Step, Boom Cutting: Isolating players in the middle of the field, where they can use quick steps to make short, direct cuts and start the offense. This is a tough position to be in for a defender, so we want to put defenders in this situation as often as possible.
Clearing from the middle: After middle players cut, they can use the outline fourths of the field to clear to. Clearing should be fast and aware: See the field to anticipate cuts and read the defense.
Filling the middle: Wing players (starting in the outside lanes) can fill the vacated middle lanes to set up additional cuts. Get to the dangerous spots, attack from there.
Side Cutting: When the disc moves to the sideline, the wing player must move IMMEDIATELY, otherwise the offense bogs down. The wing player can cut deep along the line, deep across the field, or in towards the middle. The wing player should not cut directly towards the disc, unless they have an easy catch for 15+ yards.
Handling Concepts
Basic Handling: Try to maximize the amount of time that the disc is in the middle of the field, when possible. Keep the disc moving. Create dump lanes with motion when possible.
Be ready to throw! Long windups will kill throwing lanes and invite effective poachers. Cock a throw and switch when needed, be ready to release quickly if necessary.
Handler Cutting: When possible, handlers should be in motion at stall 4, making aggressive cuts up the line or for the dump. Motion handlers do not necessarily need to wait for an engaging signal from the thrower. Determine which handler goes first by feet: run to ready-spots and attack.
If everything else is equal, go up the line for the dump cut.
Dishy Cuts: If possible, present a target for downfield players to throw sideways or backwards dishy passes. This keeps the disc in a players hands that is unmarked a looking towards the endzone.
Blow through: When a downfield receives the disc, one of the handlers must replace that player downfield. Usually, that handler will return to handler again within 1-2 throws. Sometimes that handler will stay as a cutter if the disc moves from cutter to cutter, and does not reset through the handlers. Handlers are free to go deep if a good opportunity arises with good separation, as this can create new looks for the O and can be unpredictable (on the negative side, though, only 1 handler should bust deep at any given time).
Communicate: When possible, handlers should talk to each other to determine early who is the A and B handler. Also, keep attention on the thrower whenever possible: the dump cutting scheme is great against a perfect D, but often there are easy swing and dump passes available…if standing and catching works, then there is no reason to cut, yet.
Drills
Middle Cutting 1v1: Step Boom setup with 1 thrower, a mark, and a cutter/defender pair. Work on getting the defender off balance and making an immediate move. This drill might only be helpful as a review.
The Pulse Drills: Setting up small, repeatable, common game situations. These can be done with or without a live defense. Running these without D gives more reps, and is especially effective if throwers are willing to pump fake to ‘covered’ cutters.
Variations:
Thrower and two middle cutters.
Thrower, middle cutter and wing cutter (same side)
Thrower, middle cutter and wing cutter (opposite side)
Throwers, middle, 2 wings, immediate middle deep cut
Throwers, any # of cutters, handlers (dishy cut and continuation)
3 Handlers from the middle
3 Handlers from the sideline
Throwers, any# of cutters, handlers (swing throw and immediate wing cut)
7v0 offensive reps
Caterpillar Handling Drill:
Make a sectioned field about 50 yards long, divided into about 7-8 sectionas. Play 3v3, with the offense only being able to move from one section into the very next section (although the O can go backwards as far as they want).
Focus on getting to a wide attack position, and going up the line whenever possible. If an upline cut is unsuccessful, wheel around and look for either an inside out throw, or a swing throw, or even a swing throw from the next dump.
Defense:
The Mark:
Theory: More of the active area of the field is in the middle, so marks need to shift to take this away. This shift is usually to a more straight up mark (About 6 inches removed laterally from the center-line of the thrower).
Extra Benefits: Fewer cutters are available to the thrower, so momentary break mark looks are less dangerous. On the other side, allowing a good thrower to stare at the downfielders without pivoting is a huge offensive advantage. By jumping around on the mark and forcing more pivoting, we can force throwers to pay attention to beating the mark instead of delivering throws, without giving up obvious advantages.
Forcing straighter up also allows better control on huckers and more pressure on upfield dumpcuts. It puts a bit more pressure on the downfield defenders to follow cuts to the dead side, but not so much that they should be out of position of not relying on the mark.
Defending cutters downfield:
Theory: The flat stack offense puts cutters in a position to cut immediately, instead of having to leave a stack to move. This opportunity for quick cuts (like Step;Boom moves) means that we, as defenders, need to be ready to stop the first step. If we can stop the first step, we can drastically disrupt the offensive rhythm.
Defensive Decision Making: Assume every offensive player has 3 cutting lines: In, Out, or BreakSide. Usually we want to allow the first step towards the breakside, since that is the least dangerous cut. Line up on either the In or Out line, putting your body in the way of an immediate move at about an arms length or 2 of distance. This makes the cutter more predictable, as they either have to around you (giving them farther to go) or they have to move away from you (where you are ready to anticipate and win the race). Put your body full on that cut-line, not just near it, and don’t allow them a clear look at a good lane (this way, even if you turn your head to look around, they still can’t just run on their favorite line).
Game Situations: Great deep cutters should probably be ‘given’ the in cut (meaning we give it to them, and then take it away once they show their cards). Great throwers should probably be given the deep cut. Most middle cutters should be forced deep initially, since few offenses routinely want to huck their first throw.
For very fast players, find out where they like to cut first…if they are very fast but want to come to the disc usually, backing them is playing into their hands until they prove they can beat you deep initially.
Be unpredictable: For all other players, try difference D methods and anticipate cuts wherever possible. Try not to make your positioning obvious…this forces cutters to use stall count time to determine cutting angles, rather than using dead-disc time.
Most importantly: Win the initial positioning battles at the beginning of cuts in motion….
Drills:
Marking drills variations:
Bouncing for 3 seconds before starting the mark. This works on marking later in the count, and emphasizes moving your feet.
Emphasize long and low arms (this creates a larger obstacle and makes very good throwers less comfortable.
Counting pivots: Markers get more points for forcing more pivots. This is a great approximation for the flat stack mark in the middle of the field.
Flat stack marking on the sideline: Ready to strike hucks, and stopping inside out throws. The around throw into the middle of the flat stack is a very difficult throw, so it is not our highest defensive priority.
Downfield Drills for Defense:
1v1 Walkups: Starting at stalling –3, let the defender walk towards a stationary cutter. 1v1 for 4 seconds. Emphasize decision making on defense; choose what you want to take away initially, then take everything away later!
1v1 Runups: Start O and D from point A, sprint to point B, then 1v1 for 4-5 seconds or more. Again, defensive decision making is the key…this time on the fly. Point A and B can be anywhere on the field, with Point A usually at a good cutting spot. Mix the angles of this line up to work on footwork in many situations.
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